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FIELD CONDITIONS: Each battle session will occur on a
randomly chosen landscape. These terrains vary from hot, flat
deserts to thick, lush forests. And everything in between. Many
terrains contain plenty of places to hide out in. All require
their own unique strategy.
Randomly located in every battle field are ammo supplies,
medical kits, armor repair kits, equipment repair kits, and
weapon upgrades that were dropped off in advance for later use
during the up and coming battle by both sides.
THE TROOPS: There are ten different positions (if the
arcade owner has bought and linked up all the arcade units
together, that is) that the player can choose to be. (Five units
for Blue Squadron and Five units for Red Alliance) In the broad
spectrum, the player can choose to play for the proverbial good
guys or bad guys side. On the more specific, each side has
different kinds of troop groups. There are the Foot Platoon, the
Jeep Patrol, the Tank Troops, the Helicopter Hawks, and the HQ
Commanders. Each position has it's own arcade machine to be
housed in. However, no Jet Squadrons exist due to the lack of air
strips. (Even Harrier Jets aren't usable for these missions.)
Though, the HQ units can authorize two aero strikes by automated
bomber units in one session of the game, choose the location of
and activate automated HQ defensive artillery against approaching
foes, have lookouts to watch for incoming foes, and position and
communicate with an unstoppable spy unit for gathering strike
information.