Since there is no set way to win battles in Ring of Red,
we've decided to give you a breakdown of what to expect and
how to deal with it. Don't consider these the word-as-law,
but do feel free to use these rules to keep you from falling
into common mistakes, which will lead you to trouble.
Make sure to visit the Operation Room before starting
on any sortie. Often, suggestions will be made on how
to complete the battle with some ease.
Before each battle, check the Formation Room to see
if the soldiers you've picked up in the previous battle
are better than the once you currently have. Most times,
they are, and they have better skills. Also , feel free
to rotate different squad types so as to balance out
your character's squad commanding ability.
Each AFW type has their own optimum fighting distance
and fighting strategies you must employ.
Standard AFW - Used by Weizegger and Ryoko,
this AFW is best at medium distance when using the cannon.
While not strong in long and short distance, they do
have the ability to engage in Close Combat and carry
shields which give them some extra protection. With
decent armor and good damage-causing ability, the standard
AFW will probably be the backbone to your offense.
Vs. - Standard AFWs are difficult to fight
against. Attack them from long or short range to minimize
their attack capacity, but beware their ability for
close combat. Use the Wire or Electrical Wire skill
to keep them in place. A 4-Leg AFW at Long Range can
handle one of these well.
Light AFW - Used by Kinisato and Jun, this AFW
is best when used at close to medium range. While light
in armor and weapon strength, their speed can be an
asset. If going up against a larger, more powerful AFW,
feel free to start off by using the "Dodge" skill to
avoid normal fire. Since they have no Close Combat abilities,
keep them out of such combat. Using Dodge will sometimes
cause the attack to miss.
Vs. - Stay between medium and long-range with
them, unless you chose to engage in close combat.
Standard and Anti-AFWs are strong against these.
4-Leg AFW - Used by John and Ayana , this AFW
is best used at long range. In fact, if you give them
a Supply crew with good speed, a 4-Leg AFW is dangerous
at long range. During the day, you can get off shots
with regular quickness and damage like this. Also, make
sure to give them good ground support to make quick
work of enemy AFWs.
Vs. - Get close to the 4-leg AFWs. Close combat
against them is one sided and in your best interest.
Anti-AFW - Used by Ippei and Emilio , this AFW
is good in short range and brutal in close combat. This
AFW's strength relies on strong ground support against
soldiers. Don't expect it to do great damage against
the ground troops, but do expect it to end a lot of
battles with close combat. Use Anti-AFWs against Light
and 4-Leg AFWs to keep from getting counterattacked
in close combat.
Vs. - Play keep away with them. Stay out of
close combat range as much as possible. Use Wire or
Electrical Wire to keep them from charging you.
Infantry - Normal troops that really only do
decent damage against ground troops. Rapid Fire and
Co-Operation really help to thin out the ranks. Good
ground support, but don' expect many other capabilities.
Shooter - Armed with rocket launchers, these
troops excel at anti-AFW warfare. Great support for
those weak against AFWs. Both Homing Shot and Charging
Fire are great versus AFWs. Don't expect any help against
ground troops, though. Sometimes, they can also be useful
Supply - While not overly great in combat, supply
soldiers are great as Crew or in the rearguard. Supply
troops help do minor repairs and cleanup. The only decent
offense attack they might have is the Grenade attack.
Medics - Only use these troops as support. They
often won't help in combat, but are useful when you
use the Recover option on the field. Having a medic
around will increase your troop recovery.
Mechanic - Along with Supply, Mechanics make
pretty good crew. They excellent at laying of cleaning
mines and are only decent in combat.
Recon - Recon troops increase the AFWs initial
ability to hit the target. Putting one in your team
will increase you hit percentage some. They also have
the Snipe ability, which is effective in targeting enemy
If time is running down, try to squeeze off a final
shot. Even if it's at a low percentage, it's better
to try. Some times, the last shot will land.
Use special ammo to your benefit. No aiming is required
to launch special ammo. This is beneficial when you've
been hit with a smoke bomb and your hit percentage is
Don't be afraid to pull the trigger a little early.
Any shot taken between 60 and 75% seems to have about
the same chance of hitting.
Try to get the first shot in. Any AFW that takes a
hit will have it's hit percentage dropped, thereby taking
them longer to fire back.
Always try to keep at least one squad with the Illumination
Shot ability to help you when fighting at night. Lighting
your enemies area will help your shot percentage immensely.
Don't rush in at the start of a battle. Often, sending
one squad forward will ensure their doom. Enemy troops
love to lie in wait, ganging up on the first man out
Finish off enemies who are near death before they can
run away. If you let an enemy get away, they'll manage
to come back to haunt you.
Take a turn or two in between skirmishes to heal up.
If there's a city or village nearby, head there. Healing
and repair are increased in these areas.
Use terrain to your advantage. While it may not affect
your battle, rougher terrain will lengthen the amount
of time until that character's next turn.
Don't blow all of your maximum attacks in one skirmish,
even if you think the battle is almost over. Reinforcements
have a way of showing up when you feel the battle is
Don't try to engage special enemies (Kaiho, etc.) with
only one AFW. Since you will often be outmatched by
them, try to engage them with a couple of AFWs. Try
and save them for late in the battle.
Always check the turn list (by using the Start or Circle
Buttons) and gauge the enemy's range before moving into
combat. Knowing how many enemies will be in range when
your turn is over may change where you decide to move.
Move range is highlighted in blue. Combat range is highlighted
Keep an eye on the health of your troops in combat.
If one squad is taking heavy casualties, move them to
Getting out of a fight
Nobody likes to run away, but sometimes, you have to
get out of a fight to keep from going down. In long
range, you can back out of the battle area. At short
range, if you have close combat capability, you can
engage your opponent and hope for the best. Any round
of close combat will end the combat round. If you and
your opponent both lack close combat abilities, move
in close. This will keep either of you from initiating
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|With multiple hour long
battles, you sure don't want to lose too often.