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The tips concerns rather scenarios of Red Danger, further called RD, 2 expansion packs than the whole People's General. Itís equivalent of PeGís original file TIPS.txt. That's why I recommend reading also general PeG's strategy hints available in Tips.txt included with the game. One find here useful info about characteristic or unique features of Red Danger.


(1) Be careful moving your troops. Watch out on various types of traps like: mines (and sea mines), barbwires, barricades, bunkers etc.

(2) Move your units after shot, if possible. It hides unit against enemy, and makes spotting it more difficult for the enemy.

(3) Use cheap Air Transport. Helo Transport costs 2, Airlift (and Airborne) costs 1.

(4) Destroy wounded opponent's unit as many as possible. Do not let them reinforce in next turn.

(5) Usually AI has 5 more Air Missions points than you. Sometimes only slightly more or less.

(6) One won't get AM to waste. If you have more than normal, there's a specific reason for it. Think how to manage it.

(7) Read info screens between scenarios of the RD's campaigns. May include important information. Especially the info screen before scenario start.

(8) Vessels (as for Helo Class) can re-supply and replacement only on Airfields, which must be close to ocean hex. Take a look on a map in RD scenarios to find any. Most likely you'll find one, if it's indispensable there.

(9) Splitting the Core Forces and leading to different directions is risky. However sometimes it's worth or even a must.

(10) AI always has at least so many Prestige as you. Usually at least 15% more.

(11) In campaign scenario. After winning a scenario player should get a bonus Prestige. Its size depends on Victory Conditions which human achieved. It's possible that player won't get bonus Prestige if achieve Tactical Victory. However the level of Prestige should be rebuilt to the level from previous scenario. Only bonus above the basic level wouldn't be given. So risking and efforts for Brilliant Victory is profitable.

(12) In campaign scenario. Most and probably all the campaigns were planned as rather difficult. The level of losses, comparing to original PeG stuff, will be relatively high, and player should use to that. If someone isn't experienced in PeG player and thinks about starting LOH, I recommend choosing function Player Prestige Modifier which appears in the left lower corner of splashscreen after selecting "Play A scenario" or "Play A Campaign" mode. Please do not hesitate to set 300% (maximum) if you have any kind of doubts. It doesn't mean that the value of ones Core Forces would increase threefold and play would stay to easy. This function increases ONLY the Prestige given after winning a camp scenario (obviously if such bonus was set by a camp designer) or increases the Prestige given in the beginning of initial (first) camp scenario or in the beginning of any stand-alone scenario.

(13) Casualties taken during Air Support missions (Air Attack etc.) decrease the number of ones Air Mission points in next turn.

(14) If one seizes flagged (OH or SH or VH) enemy's Port hex it will change automatically into his own Port. Just after that one can deploy his forces around it, like around Support Unit.

(15) Although the main goal is capturing VH, sometimes better is focusing on destroying enemy's units. Selectively eliminating the most dangerous (ART, Helos, Planes, ASM, Ships) makes AI powerless.

(16) Wisely use units Leaders, especially if designed in scenario. Some were given on purpose and have specific tasks to do.

(17) Land units placed on rivers sustain higher losses than on dry hexes.

(18) Reinforcements may come from anywhere.

(19) Enemy's attack can come from unexpected direction.

(20) Keep AD units closely together so that they can be mutually supporting.

(21) In a campaign, you can overstrength your units between scenarios or replace them within the Class to use most optimally on specific map.

(22) Ships are very vulnerable to ground attacks, so keep them out of the range of ground units if possible.

(23) Check Movement Type before purchasing a unit.



RD offers units designed according to so called sub-classes. Here are described some of them. Usually, but not always, they aren't directly distinguished from other units (ASW is for example). However they characterizes a common set of stats within sub-class.

(1) Vessels are very effective weapons, but on other hand easy to destroy. The price is balanced. Use it whenever possible to destroy enemy vessels as many as you can.

(2) Surface vessels can initiate attack on Hard Targets (all surface vessels AND land, heavier Armored units) and Helicopters (Helo Class).

(3) All submarines are classified as Soft Target. Aside from their look they have: SS, SSx, SSXX in the name. Can initiate attack on Hard Targets and Soft Targets too. Role of subs is Spotting on the ocean, destroying surface and underwater vessels. Do it all very effectively. Most of the surface vessels has Soft Attack bracketed (can't initiate attack). Practically (with rare exclusions) only ships with "ASW" in the name have Soft Attack active and can initiate attack on Submarines. Fact that number of ships able to attack subs is limited makes them very dangerous weapon and important on naval gaming. Be careful closing to shore. Especially Artillery but most of the land units also is able to attack and destroy submarines.

(4) AD ships. Distinguished by "(AD)" added to the unit name. In contrast to other vessels can initiate attacks on Airplanes of Helo Class. I found that Computer won't use these vessels to attack human's planes (Helo Class). It's important info for human players and potential designers.

(5) Vessels marked as "ASW" can initiate attack only on units classified as Soft Targets. What means in RD: Submarines as well as light armored or un-armored land units. Fire Range of ASW ships was reduced to limit overusing them to attacking ground objects.

(6) There are 3 types of "nuclear" units in RD. Due to PeG limitations nuclear was taken in quotation marks. Submarines marked as "SSBN", TMS called TMSN and plane (B-52H w/ ALCM). All can fire on Range between 40-50 hexes and destroy likely every unit a single shot. Leader abilities and attachments can also extend its power (like ammo). Expensive.

(7) ASM (Anti-Ship-Missile) which belongs to AT class that's very dangerous weapon against vessels, but unfortunately also against the units classified as Hard Target.

(8) TMS (Tactical Missile Systems, like Scud) are very useful long range weapons that can eliminate key point units from a distance (like: AD,TMS, bunker or others like vessels etc.). Often without loss. Indicated by TMS in the name. TMS occurs mostly AT Class, but sometimes in ART or INF.

(9) Sniper is interesting and useful unit for sabotage or finish-off suicidal missions. Characterizes low price, Air Mobile, and high resistance to Artillery fire gives them chances to survive on enemy's territory. On other hand low Close Combat let them kill easily in direct clash.

(10) Scuba combat divers indicated by specific icon's look and name. Can be used to cross Impassable Rivers or dropped on oceans (move costs 1/2). Useful for sabotage, incl. diverting an attention or destroying objects in hardly accessible places. Have strong Hard Attack and bracketed Soft Attack. Moves poorly on land hexes. The price is relatively high to prevent using it on the ground as nearly regular land troops.

(11) LRRP (Long Range Reconnaissance Patrol) belongs to INF class. Cheap, long movement range observers without ability of initiating attack.

(12) Recce or Reconnaissance, mostly belong to Recon Class. Strong defensive stats allow use for fighting while deep in enemy territory. Uses various Movement Types. Priced high.

(13) Counter-Terrorists of INF. Mostly distinguished by (CT) in the unit name. Cheap, high Soft Attack, Ranger or Guerrilla mvmt, Special Equipments.

(14) Mountain Inf. allows move by Mountains with 4 hexes speed. Higher cost compensated by Air Mobility, strong combat and defense stats (similar to Light Inf.).

(15) Airborne/Paratroops have strong combat and defense stats with All Terrain or Leg mvmt. Special Eqpt - "Destroy Entranchments". Remind that Air Transport costs 1 AM.

(16) Seaborne SF. Distinguished but specific icon. Navy Seal-like. Nice combat and defense stats. 5 Scuba mvmt. Various Special Eqpt, Air Mobile.

(17) Seaborne or Riverine. 6 Scuba mvmt, mvmt icon - boat. Soft Attack lower, Hard Attack and price higher than Seaborne SF. Different SE.

(18) Marines is universal (terrain availability) and strong units. Higher cost is compensated by strong Soft Attack and Hard Attack. Further more Amphibious Movement Type gives reduced, but still fastmoving on Coastal Waters, Rivers, Lakes. And very important - Ocean hexes are allowed only.

(19) Many planes and helos may attack surface as well as underwater vessels (Both Soft and Hard Attack active).

(20) ASW helos and aircrafts have strong Soft Attack, low Movement Range, and reduced cost.

(21) AEW - defenseless air units with long or very long range Spotting. Expensive.

(22) UAV is Profile 0, low cost air utility expanding Spotting. In hard terrain conditions may replace or support Recons. Its ambushing by AD is less likely than trapping land recon on the ground.

(23) Air Transport planes in Helo Class. Allows deploy one's forces around this unit. Like Support Unit. Defenseless and extremely expensive. Belongs to Helo Class, so movement range depends on air superiority.

(24) Vessels distinguished as "CVxx" are Sea Transport of longer range. Deep Naval mvmt additionally increases Range. Belongs to Helo Class, so movement range depends on air superiority.

(25) Sea Transport of close or mid range. Distinguished as Landing Ship or Landing Hovercraft. Coastal mvmt type and limited speed, but for moderated price. Belongs to Helo Class, so movement range depends on air superiority.

(26) Defensive Facilities Active, like: various types of bunkers, fortifications, coastal artillery, fire posts, strong points are troublesome obstructions which task is: weaken up the enemy; slow down the opponent's march or even block it; engage the leading enemy's troops and spare own forces; spotting etc.

(27) Defensive Facilities Passive, like: various types of mines, dragon's teethes, concrete barriers, barricades, barbwires are irritating and then troublesome obstructions which task is: block the opponent's march or if not possible to slow it down; weaken up the enemy; engage the leading enemy's troops and spare own forces; spotting; softening the opponent's units or even kill weakened up if ambushed; etc. Artillery is the best to get rid of them.

(28) Air Defense won't automatically response if attacking unit is vessel, aircraft or sea mine AND unit being attacked belongs to Helo class (helos, airplanes, vessels as well as sea mines). Air Defense as well as artillery (counter-battery fire) provides automatic response fire only if land units is under attack. It's cross-classing side effect.

(29) Another cross-classing side effect is that AI's Air Defense is able automatically to fire to vessels or submarines which get into range. It doesn't happen always, but often. It doesn't apply to human's AD.

(30) Naval aircrafts, excluding ASW, have +3 additional ammo to better distinguish them from land based aircrafts.

(31) Gun Air Defense units have active Hard and Soft Attack, which means that can also initiate attack on all land and naval units. Results aren't impressive but sometimes useful.

(32) Mortars, especially self-propelled are very useful weapon. In attack let's eliminate obstacles, sparing expensive artillery. Also takes counter-battery fire on itself if properly planned. In defense their counter-battery fire slow the opponent's attack down by bleeding its leading troops. Multiply counter-battery fire. Relatively high ratio: cost to abilities.

(33) Aircrafts with ASM are capable to strike on surface ships mostly out of its fire range. Expensive.

(34) Bombers (Helo class) have more ammo than assault or multipurpose aircrafts.

(35) Assault Engineers/Sappers. Destroy/ignore entranchment.

(36) Civilians/Refugees (Tamil Ealam/Chechnya) in Infantry or Recon Class. Can't initiate attack, ignores ZOC. Cost free movable "obstacles". Can be purchased for free until 100 units in scenario reached.

(37) LAW/RPG of AT Class. Very cheap. Ignores ZOC and Entranchments. For Guerrilla warfare. Also for patching the wholes in lines or keeping VH if Airmobile moved.

(38) Guns 105mm. Airmobile and cheap. Multiply counter-battery fire.

(39) Wild Weasel plane (still experimental).



Both expansion packs RD use specifically modified Movement Rate Table (MRT). It's recommended during campaign play to check the map for next scenario first, and then upgrade Core units accordingly. Choosing most optimal units is possible if player knows which values were assigned to specific Movement Types. Viewing it is also possible in Suite, during editing specific exe. It'll help to get know how it works in PeG and will make playing easier and more pleasant. Below shortcut of RD's MRT most distinctive features.

(1) Scuba Movement gives unique opportunities for units which use it. It allows to move on Ocean hexes (cost 2/2), Coastal Waters (cost 1/2), rivers (cost 1/2), and Impassable Rivers (1/2) which are off limits for other land and sea Movement types.

(2) Only Ranger mvmt allows to reach Escarpment hexes. Access is allowed only, what means that in next turn (Dry weather) after reaching that, moving speed is limited to 1 hex per turn.

(3) Access for Coastal Waters terrain type (previously Lake Region) is granted for following Movement Types: Scuba (1/2), Amphibious (cost 3/allowed only), Coastal (cost 1/1), Deep Naval (allowed only/restricted).

(4) Guerilla Movement Type is the only which let moves fast in the Jungle (cost 1/1). If a map contains plenty of Jungle hexes it's really recommended to have a few units with Guerilla MT at least.

(5) Avoid if possible using units with Wheeled MT in scenarios based on maps with difficult terrain conditions (like: a lot jungle or mountains around and rare roads between that).

(6) The best for Sand hexes are: Amphibious, Guerilla, Tracked Movement Types. Cost of all 1/1.

(7) The best for Swamp hexes is Guerilla MT (cost 1/1). (8) Scuba mvmt allows to reach Impassable-River hexes (cost 1/2). However Guerilla MT also allows on access to that, but only if frozen.

(8) Scuba mvmt allows to reach Impassable-River hexes (cost 1/2). However Guerilla MT also allows on access to that, but only if frozen.

(9) Level of unit's experience increases a little its Spotting abilities.

(10) No Prestige will be given after sold out or removing prototype equipment. But if downgraded within its class to cheaper unit the difference between cost of both units will be given to player.

(11) Prototype equipment can't be over-strengthened in Upgrade Screen.

(12) You can read all of the tips at once by opening TipsRD.txt in the root of the game.

(13) You can read all extended tips at once by opening TipsRD_extended.txt in the root of the game.

(14) Check Movement Type before purchasing a unit for more optimal result.