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FAQ by RoninDarky
Version: 1.1 | Updated: 06/11/04
Risk II General FAQ Version 1.1 Written by: Randy Peth aka GreyRonin (RoninDarky on GameFAQs) E-mail: firstname.lastname@example.org 1.) Table of Contents 2.) Updates 3.) Game Modes 3a.) Classic 3b.) Same-Time a. Phases b. Dice System 3c.) Tournament a. Point System b. In-Depth Tournament Info 4.) Game Types 4a.) World Domination 4b.) Mission 4c.) Capital 5.) I-COM (Alliances) 6.) General Biographies 6a.) Campbell 6b.) Mackenzie 6c.) Wellington 6d.) Bonaparte 6e.) Marmont 6f.) Barbacena 6g.) D'Erlon 6h.) Maransin 6i.) Solignac 6j.) Sherbrooke 6k.) Aubert 6l.) Spencer 6m.) Taupin 6n.) Friere 6o.) Vauban 6p.) Baird 7.) Special Thanks 8.) Legal Crap 2.) Updates Version 1.01: Added NeoSeeker to the site list, and added an Updates section. Expect more information on the Tournament and some on the Territory Allocation process soon. Version 1.1 : Re-did the layout of the FAQ. Also provided alot more information on the Tournament Mode. The only thing I won't add is strategies to beat the Generals. There are two reasons for this: 1. The same one probably won't work twice; and 2. If you're even interested in playing this game, you should be able to concoct a simple enough plan to do it. 3.) Game Modes In Risk II, there are 3 different modes available to you: Classic, Same-Time, and Tournament Mode. 3a.) Classic There's nothing much to tell about this mode. It follows the basic rules of the board game except for one thing; when you go to make a Tactical Move, you can only move to an adjacent territory, not all the way across your empire. 3b.) Same-Time A new addition to the Risk "universe" is Same-Time Risk. This means that all attacks will be made simultaneously. To pull this off, new systems for dice and the implementation of a Phase system were necessary. a. Phases There are a total of four Phases to Same-Time Risk: I-COM, Reinforcement, Battle, and Tactical Move. The I-COM Phase consists of treaty-making between you and the other players. In the Reinforcement Phase, you will place your fresh armies on the territories you choose. However, there is now a limit to how many reinforcements may be placed in a territory each turn. The equation for how many armies you can place is this: # of territories connected + 1 = Reinforcements allowed. So say you had control of Australia and wanted to place armies in New Guinea. Since it is connected to 3 of your territories, you can place 4 armies in New Guinea. The next Phase, Battle, is the most complicated. You will choose a territory to attack from and which to attack, but you will dedicate a certain number of your armies to that attack. Once the attack is confirmed, these armies leave their home territory to attack, which leaves the remaining armies home to defend. If the neighbor you attack decides to attack you, a "Border Clash" occurs. In a Border Clash, the attacking armies will battle each other and the winning army will continue on to attack the territory. Another special type of attack is called the Mass Invasion. This occurs when 2 or more territories (they don't have to be from the same player) attack a territory. The attacking territorys will all battle the defender at once until a victor is decided. If different players were involved in the Mass Invasion and the defender is defeated, a "Spoils of War" battle will be fought. A Spoils of War is fought the same as a regular battle, with the victor taking the spoils (territory). The last special type of attack is called the Surge Attack. You will only be allowed one of these per turn. A Surge Attack is when a player attacks one territory, then plans an attack from that territory to another. These battles are handled at the end of the phase. The final Phase is the Tactical Move Phase. You will be allowed one Tactical Mover per turn. A Tactical Move is the movement of excess armies in one territory to an adjacent territory. b. Dice System Unlike Classic Risk, Same-Time will use a single colored d-12 for battle. The color of the dice is dependent upon the number of armies in the territory and who is attacking and will affect the numbers rolled. The five colors in ascending order are: White, Yellow, Orange, Red, and Black. Here are the stats on each color. White Avg. Roll : 2.6 Range : Attacking = 1-3 Defending = 1-6 Number Split: 1's = 4 2's = 3 3's = 2 4's = 1 5's = 1 6's = 1 Yellow Avg. Roll : 2.9 Range : Attacking = 4-7 Defending = 7-12 Number Split: 1's = 2 2's = 4 3's = 2 4's = 2 5's = 1 6's = 1 Orange Avg. Roll : 3.5 Range : Attacking = 8-12 Defending = 13-20 Number Split: 1's = 1 2's = 2 3's = 3 4's = 3 5's = 2 6's = 1 Red Avg. Roll : 4.1 Range : Attacking = 13-18 Defending = 21+ Number Split: 1's = 1 2's = 1 3's = 2 4's = 2 5's = 4 6's = 2 Black Avg. Roll : 4.5 Range : Attacking = 19+ Defending = Not Available Number Split: 1's = 1 2's = 1 3's = 1 4's = 2 5's = 3 6's = 4 3c.) Tournament This last mode is only available in single-player. Tournament consists of 16 games of Classic & Same-Time risk. The two ways that you can continue to the next game is to either complete the mission you are given or to destroy at least one general and still be around at the end of the game. If you fail to finish an opponent, fail to complete your mission, or are killed yourself, the tournament is over. a. The Point System The way the tournament standings are decided is based on a points system. Here's the way points are scored: You have the most armies: 30 pts You win the game: 150 pts You win the game by draw(Same-Time): 100 pts You eliminate an opponent: 20 pts per opponent killed b. In-Depth Tournament Info It took about 12 hours for me to get all this information and get it verified so please don't come telling me that it's wrong. I went through this mode 3 times to make sure and I still check it every time I go through. KEY Mode - Indicates whether the round is in Classic or Same-Time modes Obj. - What must be done in order to win the round Gen. - Which Generals you will fight M.E. - Whether or not E. Africa and Mid. East can attack each other Xtra - Which optional territories are being used for the game T/A - How the territories are divided up between players Dep. - If Manual, you pick where begininning armies go Con. - Determines how many bonus armies you get for owning a Continent T/I - If Ascending, vaule of cards will go up after a set is traded Pts. - Maximum amount of points available in the round LEVEL 1 Mode = Classic Obj. = 60% Domination (25 territories) Gen. = Freire, Solignac, Baird M.E. = Enabled Xtra = None T/A = Random Dep. = Automatic Con. = Default T/I = Ascending Pts. = 240 LEVEL 2 Mode = Classic Obj. = 60% Domination (25 territories) Gen. = Baird, Solignac M.E. = Enabled Xtra = None T/A = Random Dep. = Manual Con. = Default T/I = Ascending Pts. = 220 LEVEL 3 Mode = Classic Obj. = Conquer N. America and Australia Gen. = Freire, Solignac, Baird, Aubert M.E. = Enabled Xtra = None T/A = Random Dep. = Manual Con. = Default T/I = Ascending Pts. = 260 LEVEL 4 Mode = Classic Obj. = Hold your Capital & conquer 3 enemy Capitals Gen. = Baird, Aubert, D'Erlon, Barbacena, Mackenzie M.E. = Enabled Xtra = None T/A = Grab Dep. = Manual Con. = Default T/I = Ascending Pts. = 280 LEVEL 5 Mode = Classic Obj. = Conquer N. America & Africa Gen. = Solignac, Baird, Aubert, D'Erlon, Barbacena, Mackenzie, Vauban M.E. = Enabled Xtra = None T/A = Random Dep. = Manual Con. = Default T/I = Ascending Pts. = 320 LEVEL 6 Mode = Same-Time Obj. = 60% Domination (28territories) Gen. = D'Erlon, Barbacena, Mackenzie, Vauban M.E. = Enabled Xtra = All T/A = Grab Dep. = Manual Con. = Default T/I = Set Value Pts. = 260 LEVEL 7 Mode = Same-Time Obj. = Hold your Capital & conquer 3 enemy Capitals Gen. = D'Erlon, Barbacena, Mackenzie, Vauban, Sherbrooke M.E. = Enabled Xtra = All T/A = Grab Dep. = Manual Con. = Default T/I = Set Value Pts. = 280 LEVEL 8 Mode = Same-Time Obj. = Conquer the continent of Europe and the Territories of Afghanistan, Alaska, and Indonesia Gen. = Barbacena, Mackenzie, Vauban, Sherbrooke, Maransin, Marmonte M.E. = Enabled Xtra = All T/A = Random Dep. = Manual Con. = Default T/I = Set Value Pts. = 300 LEVEL 9 Mode = Same-Time Obj. = Hold your Capital & conquer 4 enemy Capitals Gen. = Barbacena, Mackenzie, Vauban, Sherbrooke, Maransin, Marmont M.E. = Enabled Xtra = All T/A = Election Dep. = Manual Con. = Default T/I = Set Value Pts. = 300 LEVEL 10 Mode = Same-Time Obj. = Eliminate whoever is holding Brazil (Barbacena by default) Gen. = Barbacena, Mackenzie, Vauban, Sherbrooke, Maransin, Marmont, Campbell M.E. = Enabled Xtra = All T/A = Random Dep. = Manual Con. = Default T/I = Set Value Pts. = 320 LEVEL 11 Mode = Same-Time Obj. = Hold any Continent & have a presence in all others Gen. = Vauban, Sherbrooke, Maransin, Marmont, Campbell M.E. = Enabled Xtra = All T/A = Random Dep. = Manual Con. = Default T/I = Set Value Pts. = 280 LEVEL 12 Mode = Same-Time Obj. = 80% World Domination Gen. = Marmont, Campbell, Taupin M.E. = Enabled Xtra = All T/A = Random Dep. = Automatic Con. = Default T/I = Set Value Pts. = 240 LEVEL 13 Mode = Same-Time Obj. = Conquer the Continents of North America and Africa Gen. = Marmont, Campbell, Taupin, Spencer M.E. = Enabled Xtra = All T/A = Random Dep. = Manual Con. = Default T/I = Set Value Pts. = 260 LEVEL 14 Mode = Same-Time Obj. = Hold your Capital and Conquer 3 other enemy Capitals Gen. = Marmont, Campbell, Taupin, Spencer, Bonaparte M.E. = Enabled Xtra = All T/A = Election Dep. = Manual Con. = Default T/I = Set Value Pts. = 280 LEVEL 15 Mode = Same-Time Obj. = Destroy whichever enemy holds Western United States Gen. = Marmont, Campbell, Taupin, Spencer, Bonaparte, Wellington M.E. = Enabled Xtra = All T/A = Random Dep. = Manual Con. = Default T/I = Set Value Pts. = 300 LEVEL 16 Mode = Same-Time Obj. = 100% Domination Gen. = Maransin, Marmont, Campbell, Taupin, Spencer, Bonaparte, Wellington M.E. = Enabled Xtra = All T/A = Election Dep. = Manual Con. = Default T/I = Set Value Pts. = 320 4.) Game Types There are 3 basic types of Mission objectives that are available in Same-Time and Classic Modes: Captial Risk, Mission Risk, and World Domination Risk. Here's a brief description of each. 4a.) World Domination This type pretty much explains itself. The goal is to take over either 60%, 80%, or 100% of the territories on the field. This objective is attained if you have the said percentage at the end of your turn or the Battle Round (in Same-Time Mode). 4b.) Mission The final type of Risk available is self-explanatory. Each player is given a mission at the beginning of the game and their goal is to complete the objective before another player completes theirs. Examples of missions are: "Destroy all [color] armies owned by [General]." or " Conquer the continents of [Continent 1] & [Continent 2]". Others are "Occupy [number] territories." and "Occupy at least [number] territories and hold them with at least [number] armies." There are different types for Same-Time Risk. 4c.) Capital In this type of Risk, each player will select one of the territories in their possession as a Capital. The objective is to hold your Capital and conquer a certain number of others, depending upon how many players there are. NOTE : In all games except 100% Domination or otherwise stated, you can click the Mission button and claim victory. This only works if the Mission button is flashing. 5.) I-COM A crucial part of playing Risk is the I-COM. I-COM is short for Iconic Communications/Commands. Their are 4 different icons to use with the other players: 1,2,3 and "X". NOTE: Just because there is an alliance, this doesn't always mean that the other person has to abide by it. The AI generals are capable of double-crossing you if they see fit as are you, so don't rely on it. Level 1 The Level 1 alliance is the most flexible of the three. It states that neither player involved will attack any wholly owned continent or the largest connected empire of the other. Any other territory is available for occupation. Level 2 A Level 2 alliance states that both players will not attack each other. However, it will allow one attack on an unimportant territory to get a RISK card. Level 3 This alliance is the simplest. It means that neither player will attack the other, period. This is the most seriously taken alliance, and if you break it, don't expect a break from the other person later on. Level X This isn't really an alliance between you, but it is used to goad the enemy into an alliance or to threaten them if they have scorned you. NOTE: All alliances will last for one turn only. If you wish to continue the alliance, you must do so at the start of the next turn. This means that if the AI makes one with you, it will expire at the start of THEIR next turn. 6.) Generals One of the unique features of this game are the generals. Risk II has a total of 16 different AI Generals each with his own personality. Here, I'll attempt to give a brief description of each. 6a.) Campbell Of the 16 generals in RISK II, Campbell has a reputation for being cautious but highly focused, especially in achieving his mission objectives. Some might say he allows his judgement to be clouded by his desire to complete the mission. Campbell is not a general to bear a grudge. Of all your adversaries, he is the most stable of opponents, with a low tendency to erratic and unpredictable behavior. 6b.) Mackenzie Mackenzie, in contrast to Campbell, has a strong memory and never forgets the player who crosses him. Strangely, though, he does like to entrust his troops' safety to alliances, perhaps due in part to his high regard for honor and all that it entails. Mackenzie is highly aware of his mission and can be very aggressive if a win is in sight. He is a relatively stable opponent,with a below-average likelihood of erratic and unpredictable behavior. 6c.) Wellington Wellington is a general of huge repute and is not an opponent to underestimate. He is highly "mission aware" and will not let his ego get the better of him. He makes no snap decisions and considers his war plan from every conceivable angle. His need to deliberate has become the "Wellington signature." Wellington does, however, have an unpredictable side and can sometimes start an action that appears to be "outside of his game plan" - or so one might think. This man is truly one of RISK II's "top drawer" generals and is a fearsome opponent. 6d.) Bonaparte Bonaparte has a reputation for revenge and is regarded by all those who have faced him as being highly aggressive and competitive. He strikes quickly and without warning, often to the detriment of his own armies. Though his casualties are often high, his reputation is one of a winner and a successful, if a little cavalier, strategist. Bonaparte has an extreme tendency to be driven by his heart rather than his logical mind, which means he should be treated with caution. Unpredictable and erratic behavior is a Bonaparte trademark, one that has earned him a place at the top. 6e.) Marmont Marmont is the biggest risk taker, a truly dangerous general who has an unsurpassed reputation for speedy, ill-considered but nevertheless devastating attacks. He considers little for his opponent's moves and for the loss of his own troops. Marmont is not highly focused on his mission and can, on occasion, be very unpredictable. 6f.) Barbacena Barbacena is another risk taker, but unlike Marmont, is not quite as keen to leave his soldiers' destinies in the lap of the gods. Barbacena is one of those generals who, though aware of his individual mission, is much more focused on the bigger picture of world domination. Barbacena is unquestionably an aggressor; worse still, he has a good memory and loves revenge. He is a very worthy adversary, but is predictable in his desire to fight to the end. 6g.) D'Erlon D'Erlon is probably the most cautious of the RISK II generals. He is an opponent who will rarely run the risk of losses, unless the odds are absolutely in his favor. He has a very high regard for honor and all that it brings. D'Erlon will retreat and suffer a loss of ego in a battle where the tables have been turned against him. He reinforces his armies thoughtfully and focuses on bolstering his defenses as opposed to building mass invasion forces. He is a strategic but perhaps overcautious opponent with a very stable mind and a commitment to proven planning. 6h.) Maransin Maransin is a general with a desire to strike first and consider the strategy second. This general has no difficulty in swallowing his pride and can therefore retreat from any ill-considered battle, especially if the odds turn against him. This "charge in and leave quietly" style, together with his poor memory, has earned Maransin the reputation of an erratic but very dangerous neighbor. He is one to be watched and treated with caution. 6i.) Solignac Solignac is one of the less experienced generals. To compound his lack of experience, Solignac has a bad memory and a habit of letting his bordering opponents build up without countering the threat. He does, however, have youthful enthusiasm on his side and should not be underestimated as an opponent. 6j.) Sherbrooke Sherbrooke is a general of the old school. He is the most honorable of the opponents. Sherbrooke loves to make alliances and will nearly always honor the agreement. He is a slow and methodical strategist with a long memory. He harbors a grudge and a hatred of deceit. With his extensive experience in the field, Sherbrooke is not the kind of general to fight erratically. His trademark is consistency. 6k.) Aubert Aubert cares little for alliances. Though he is not a vengeful player, he has little regard for the rule book. Aubert is, however, a very dangerous opponent who has by far the greatest tendency to become unstable and unpredictable. He is considered to be the most erratic of the RISK generals and is a danger to all around him. 6l.) Spencer Spencer is a general who lives by the rule book. He uses all of the classic moves and never enters an ill-considered battle. Spencer is keen to strike alliances and is generally honorable. When the odds are against him, though, honor may become a casualty of war and any who have foolishly trusted him may find themselves to be the unsuspecting fodder for his cannons. 6m.) Taupin Taupin is a true warmonger. He is both calculating and devastating. His battle plans are always well considered, and his distinctly unstable nature gives him an unpredictable edge that keeps all opponents on their guard. His constant need to monitor his borders makes him a real threat to all. Taupin's first and foremost objective is to achieve his mission. This almost unhealthy obsession is his only Achilles Heel. 6n.) Friere Freire, like Solignac, is inexperienced in the ways of war. The old school of strategic warfare for him is tired and out moded; honor to Freire is an inconvenient load to carry. He is therefore highly untrustworthy. Freire, though a promising general, has much to learn, especially regarding his hostile borders. If left unchecked, they will swell and invade - a lesson he seems not to have learnt as yet. 6o.) Vauban Vauban is an opponent who lives by the sword and with the words, "Do unto others." He has no time for honor and, when crossed, is a fiercely vengeful general. Being fast and decisive together with a large dose of aggression make Vauban a formidable enemy. Opponents should be acutely aware of his ability to remain constantly in control of border threats. They should also be wary of Vauban's pet strategy of deep, thrusting attacks. This general is definitely from the top drawer. 6p.) Baird Baird has little honor and much aggression. His desire to avenge deceit is huge, coupled with a highly accurate memory and an extremely unstable character. Baird is among the most dangerous generals. Warmongering to Baird would appear to be almost of greater importance than the mission itself, a dangerous preconception that surrounding armies should heed. 7.) Special Thanks Dad = Got me started on this crap. After reading the original, started helping with getting through the Tournament for "valuable intel". Atari = Had alot of technical info on the dice and the biographies on the Generals. CJayC = It's his site that this is going onto. I also need to give him credit for setting up one sweet-@$$ (love those censors, don't ya?) gamer site. 8.) Legal Crap I hate this part the most, so I'll try keeping it short. As of right now, the only sites permitted to use this FAQ are GameFAQs and NeoSeeker. If you would like to use it, just send me an e-mail at the address above and I'll get back to you within a week. If I don't, send another, my Junk filter empties that often.