By Michael Knight

• Maps for every battlefield
• whole walkthrough of the only participant campaign
• Battle-tested strive against strategies for the twenty first Century
• confirmed techniques for the Theater of conflict chronic on-line campaign
• information on all devices whole with enhancements

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Extra resources for Tom Clancy's End War: Prima Official Game Guide (Prima Official Game Guides)

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At 152mm, the howitzer used by the KV-20 is slightly smaller than those used by the EFEC and JSF; however, there are two of them side by side, which more than negates this minor difference. Russia’s Zhukov may not be the most accurate artillery system in use, but its rate of fire counteracts this deficiency. It is powered by a monstrous 800hp diesel engine, which enables it to carry the weight of its dual cannons and plenty of ammunition. The SGB is also known to load the KV-20 with chemical shells on occasion.

You must upgrade uplinks to use them. While air support and force recon also require nearby bases, electronic warfare can be used anywhere. Upgrade Cost Air Strike 2 900,000 CR Air Strike 3 2,400,000 CR Name Description Effects Rank Requirements Air to Surface Missile Precision laser-guided missile strike Increased damage, increased area of effect 2 upgraded uplinks Laser Guided Fuel Air Bomb Precision guided munitions strike Increased damage, increased area of effect 3 upgraded uplinks Small Electromagnetic Pulse Short-duration electronic attack Disrupts enemy shields, immobilizes enemy vehicles None Electronic Warfare 1 450,000 CR Electronic Warfare 2 1,250,000 CR Medium Electromagnetic Pulse Active electronic attack with jamming and EMP Increased duration, increased area of effect 2 upgraded uplinks Electronic Warfare 3 2,900,000 CR Large Electromagnetic Pulse Long-duration electromagnetic pulse weapon Increased duration, increased area of effect 3 upgraded uplinks Force Recon 1 100,000 CR Regular Army Platoon Regular army force deployed to guard a position 1 infantry unit and 1 FAV unit deployed None Force Recon 2 1,000,000 CR Regular Army Company Regular army force deployed to guard a position 1 infantry unit, 1 FAV unit, and 2 tanks deployed None Force Recon 3 2,500,000 CR Regular Army Task Force Regular army force deployed to guard a position 2 infantry units, 2 FAV units, and 2 tanks deployed None Forward CMD 100,000 CR Forward Command LZ coordinates updated to any owned uplink Set a captured uplink as deployment zone None prima official game guide // 45 d e sh a e nl U ADVANCED STRATEGY AND TACTICS The Commander Style of Play The first two chapters covered the basics of how to play the game and the specific details for each of the units under your command as well as those against which you will be fighting.

Mechanized battalions are heavy on engineers and transports at the cost of gunships and artillery. Armored battalions are heavy on tanks and artillery with fewer riflemen and gunships. Finally, tactical or signal battalions are heavy on artillery while light on transports. If you like to rush onto the battlefield to seize objectives before the enemy has a chance, the airborne battalion is best suited for your style of play. On the other hand, if you want the heavy firepower to pound your enemies into submission, then go for the armored battalion.

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