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- Warhammer: Shadow of the Horned Rat
- Informal FAQ 1.1a by Bill Tindall
- bkt@wwa.com
- September 11, 1996
-
- Contents
- --------
- I. Introduction
- II. Strategy tips
- III. Notes about managing your troops
- IV. Mission help (under construction)
- V. Wish list
- VI. Magic Items list (borrowed from Stephen Di Ciano)
-
- -------------------------------------------------------------------------------------
-
- Introduction:
-
- Question: What is Warhammer SOTHR?
-
- Warhammer SOTHR is a real-time fantasy battlefield strategy game which
- is very challenging. While there are a few shortcomings to the
- interface, on the whole the game is rewarding and definitely worth
- playing for anyone who enjoys this type of experience.
-
-
- Question: How do I win at SOTHR?
-
- Since I haven't seen any kind of FAQ or strategy guide for this game
- (and I certainly could have used one when I started the game), I
- thought I'd throw something together which may offer some help. I
- have no intention of being comprehensive, just helpful (hopefully).
- Of course, what I'm suggesting here works for me, but you may have
- your own strategies which may work just as well or better. The game
- is quite winnable once you learn how to strategize and perform the
- necessary tactical maneuvers as the battle progresses. It is a
- difficult game to learn how to win, but of course that's what you have
- the save and restore game options for ;). Once you've mastered it
- using the principles described below (and practiced a bit with the
- somewhat awkward interface), you may decide the game is too easy. If
- anyone wants to contribute more information to this FAQ, please email
- me and I'll include it (bkt@wwa.com).
-
- Actually, it took me a long time to learn the principles I'm sharing
- here, and a lot of frustration. It's only because I enjoy this game
- so much that I took the time to learn this stuff. I even cheated by
- using my hex-editor the first time through just so that I wouldn't get
- completely discouraged. But by the time I got to the end I found I'd
- learned the game well enough to win without cheating, so that's
- exactly what I did the second time through. Hopefully, with the help
- of this guide you'll be able to tackle the game without the initial
- frustrations that I suffered. I'm assuming you learned the mechanics
- of the game from the manual, so I won't rehash information that you
- already have.
-
-
- Question: What are the most important principles of the game that the
- manual doesn't tell you about?
-
- Answer: It's all detailed below, but the two most important
- principles the book doesn't tell you about are:
-
- 1. Gather all the available magic items.
- 2. Fight your battles defensively.
-
- Personally, I'd love to see a lot of people start enjoying this game,
- so maybe there will be a sequel! It really is a wonderful game, even
- with a few flaws.
-
- Good luck, and may the Winds of Magic always blow your way!
- Bill Tindall
- -------------------------------------------
-
- Strategy Tips:
- -------------------------------------------
- 1. Embark on the campaigns in this order:
-
- -First, the human missions around Wissenheim. They allow you to
- acquire some much needed troops and gain much needed experience
- points. I recommend you perform all of these missions, though you can
- skip them if you want to as soon as you meet the dwarves and Ceridan.
- Or wait until you get the mortars and then skip the rest. But don't
- get discouraged! Some of the hardest missions of the game are in this
- section.
- -Second, the Dwarf defense of Zhufbar. You are going to need dwarf
- help to pass through the mountains and complete the Elf missions
- later.
- -Third, the Elf missions in Loren. You need to perform these before
- you can get to the final battle.
-
- Along the way, don't let anyone bully you into hurrying. You have
- plenty of time to take on extra missions. Remember, YOU are the
- Commander. Take on anything that's profitable.
-
-
- 2. Avoid going on the offensive whenever possible.
-
- As in real battlefield warfare, it's easier to defend than attack. In
- fact, this is doubly true in SOTHR. There are only a few missions
- where you have to take an offensive approach, and these should be
- handled very carefully, one step at a time. Except in such cases, and
- in the very earliest missions when the forces at your disposal are
- limited, the most important rule for every battle is to line up your
- forces in defensible and reinforceable positions, bringing maximum
- fire power to bear on the approaching enemy.
-
- Keep these principles in mind:
-
- -Arranging your defensive line prior to the battle (or at the start of
- the battle, if you're under ambush) is usually the key to winning.
- About the only time when this is not true is when you're required to
- protect someone or something, but even then you must have a good
- strategy for coordinated attack.
- -Place your reserves in a position to reinforce the most likely points
- of attack.
- -Place your wizard(s) in position to get a clear shot at the enemy.
- If any of your troops get in the way of your wizard's attacks, you can
- kiss them goodbye.
- -I like putting the Wizards on the right and left flanks of my
- defensive line. From there they get a good shot at the approaching
- enemy troops while they're less likely to become targets themselves.
- If an enemy regiment approaches him, make the wizard move back and
- move a fighting unit to protect him. Although you can have three
- wizards later in the game, you'll never want to use more than two (if
- that) in a single battle. There just aren't enough magic points
- available.
- -Place missile units at or slightly behind your line of defense so
- that they can maintain continual fire on the approaching enemy. Later
- in the game, the Imperial Cannon and the Wood Elf Archers are
- especially good at tearing the enemy apart as they advance. Some
- units need a clear line of fire and some don't, so arrange them
- accordingly.
- -The heart of your defensive line should be infantry. These units are
- cheap (generally) and thus more expendable. Let them take the hits
- from enemy missile units if necessary and the brunt of the enemy's
- charges. Once the infantry is engaged in hand-to-hand combat, it's
- time to send in your reserves to crush the unfortunate attackers.
- There are other reasons why this strategy works best. Infantry,
- especially dwarves, are slower to move and respond to orders than any
- other units, so they perform much better when all they have to do is
- hold a position. Also, if they go into retreat, they are less likely
- to completely run off the battlefield before they rally, since they're
- moving slowly. Then you can bring them back into the fight.
- -Use your cavalry and other quick moving units (such as Ceridan) as
- reserves. Place them in position to reinforce the expected point of
- attack. When the infantry starts hand-to-hand, cavalry can enter the
- fight quickly, attack the enemy's flank, and turn the tide of battle.
- Alternatively, cavalry or other fast moving units can be used as
- decoys to draw the enemy off from key points on the battlefield, or to
- draw the enemy into an arranged fight with your infantry.
- (I've found the book's suggestion on page 100 that you "Use your
- cavalry regiments to hold back the enemy while your slower infantry
- regiments come into play" to be a recipe for disaster. Nine times out
- of ten the fight will already be decided by the time you can get that
- slow infantry involved, if ever. Instead, let the enemy come to you.
- Also, it's all well and good to hide units somewhere on the
- battlefield and then bring them out in surprise, as the book suggests,
- but remember that once they are revealed they can come under enemy
- missile attack. Your cavalry is safer if you place in on your own
- flanks or behind your lines so it will be ready when you need it and
- can attack without suffering hits.)
- -Use the Amber Wizard to slow down the enemy (with the Curse of
- Anraheir or the Tangling Thorn). While he slows or holds them, your
- missile units can pulverize them.
- -Turn off the AI for your defensive units, so they don't engage too
- soon. Once a formation is broken it's difficult to put back together
- in the heat of battle. After they're engaged you can usually turn the
- AI back on. Remember that the enemy's charges, although they sound
- terrifying, have no special effect if your defenders are facing the
- charge (except with monsters such as Rat Ogres).
- -Don't attack or defend uphill when you can help it. Your units will
- have a disadvantage fighting, and your missile units will have a hard
- time hitting the enemy (they may just fire into the side of the
- hill!).
-
-
- 3. Focus your efforts on doing as much damage as possible prior
- to engaging in hand-to-hand combat.
-
- One of the best ways to lose your troops is to engage them in close
- fighting. While this is inevitable much of the time, you want to
- avoid it as long as possible so that your missile units can do maximum
- damage first. If you nail the enemy vanguard units with the Curse of
- Anraheir, for example, the units behind them must also slow down or go
- around. Blast them all with missile fire. The mortars are
- particularly useful in this type of situation since they're not very
- accurate. But if the enemy is bunched up they're easier to score hits
- on. Try to force the enemy to bunch up and pass through a narrow
- portion of the battlefield so you can direct all of your missile and
- magic fire on that sector, creating an effective "killing zone", and
- sending the enemy units into confusion.
-
-
- 4. You can't micromanage everything on the battlefield, so once
- you get things setup, spend most of your time with your most important
- units.
-
- The most important unit of the game is the Amber Wizard, thanks to the
- value of his spells and the fact that he is with you from early on and
- long enough to build up maximum experience points. And, he's cheap!
- Make sure he is not killed in any battle, because he is impossible to
- replace until after Zhufbar. If you lose him, you may want to quit
- and restore the previous battle. He can do more damage than anyone
- else, especially if he has the Flock of Doom spell, so make sure you
- pick out his targets and use the most appropriate spells. Even more
- important, he is also indispensable at taking on the enemy Shamans,
- Seers, Trolls, Ogres, and Giants with the Hunting Spear spell. You
- can keep him out of the way of nasty enemy charges with the Flying
- Bower spell, if you get it. The only problem with the Flying Bower is
- that just when you need it you may find there are no magic power
- points availableùOOPS!
-
- After your wizards, keep close tabs on your missile units. They have
- a tendency to target a regiment, and then stop firing when that
- regiment comes into hand-to-hand combat, thus doing nothing for
- precious minutes. When that happens, you need to redirect their
- target to something they can shoot at clearly. Also, make sure their
- missiles are hitting their targets. They may just be shooting into
- the side of a hill ineffectually and you'd better do something about
- it.
-
- The Dwarf Gyrocopters are worthless without constant personal
- attention, and you can really only use one at a time. Keep the others
- back out of harm's way until you need them.
-
- Also, pay attention to your strategic map to determine what areas of
- the battle you need to intervene in. When an enemy charge approaches
- your defensive line, you need to intervene to concentrate your forces
- appropriately. Protect your missile units, and hold back your
- reserves until the enemy is committed. Then send in the reserves
- quickly, preferably upon the enemy's flank or rear, to turn the tide
- of battle.
-
-
- 5. The Enemy troops are different and each type of unit requires
- a different strategy for destroying it.
-
- Goblins, for example, are fast but tend to gather in large groups.
- Best to attack them with mortar fire and especially arrows since they
- go down easily, or at least the smaller Goblins do. If they're riding
- on wolves then zap them with the Curse of Anraheir. They almost
- always break and run. The same with Orcs on boars.
-
- The Orc Big'uns are particularly nasty in close fighting, so avoid
- hand-to-hand with them. They are good candidates for the Tangling
- Thorn if you have it, but be especially careful not to let any units
- engage them while they are tangled. Since they can't retreat under
- such circumstances, they'll fight to the last Big'un, taking as many
- of your guys with them as possible. Instead, hit them with missiles
- and spells. In any case, try not to let a regiment of Big'uns get
- close to any of your forces unless under ideal conditions (i.e., you
- charge them from the rear and/or you've already decimated them with
- missile fire).
-
- Monsters will strike fear in any regiment, so don't send any regiments
- against them. Instead, let your Amber Wizard take them out with
- Hunting Spears.
-
- The same goes for enemy wizards of various types, seers and shamans.
- Infantry and cavalry will probably not fare well against them. Kill
- them as soon as possible with Hunting Spears. The only missile unit
- which I've found to be at all effective against them are the Wood Elf
- Archers. Even direct hits by artillery don't seem to kill them. Grey
- Seers are especially dangerous when they use the Madness spell, which
- can turn your own forces against you. Make killing them your number
- one priority going into the battle.
-
- Skaven are somewhat of a mixed bag. The Skaven Slaves are sent at you
- basically to wear you out. Knowing that, you want to avoid letting
- them do it. Use mortars and arrows on them when possible. If you
- have to fight hand-to-hand, try to rout them quickly in preparation
- for the units that follow. Don't let your units waste time tracking
- them down when they're fleeing, if you can help it.
-
- Stormvermin, on the other hand, are very nasty to get entangled with.
- So avoid getting entangled whenever possible. Don't even send in a
- unit to finish off a battered Stormvermin regiment that has Warpfire
- Throwers, unless you want to lose your unit. Such Stormvermin are
- really missile firing units with Warpfire that tends to blow up when
- they are defeated, killing any of your guys that are close. The best
- weapon against Stormvermin with Warpfire is the Dwarf Gyrocopter which
- can sneak in behind them and blast them with steam continuously until
- the Stormvermin blow themselves up. Once you attack a Stormvermin
- regiment with Gyrocopter steam, keep after it relentlessly even after
- it starts to flee, until it blows up in green flame. Your Gyrocopter
- should be safe from the explosion since it's elevated. If you don't
- have a Gyrocopter, send your wizards after the Stormvermin, but only
- after you've first dealt with enemy wizards, the greater threat. In
- general, arrows are not very effective against the tough-skinned
- Stormvermin, so expect a difficult time if you have to go after them
- with bowmen.
-
- Enemy artillery units, such as Doom Divers and Rock Lobbers, should be
- dealt with last, after you've defeated all other enemy units. In
- other words, stay out of range of enemy artillery as much as possible
- in the first part of the battle. All the rest of the regiments coming
- at you are enough to keep you busy. You've got to get those enemy
- wizards and roving missile units taken care of first. Then when
- you've defeated the onslaught in detail, and only then, send
- appropriate units to kill the artillery. The Dwarf Gyrocopter is
- great at this since they won't able to hit it as it swoops in to
- pulverize them with steam. If you don't have one of those, send in
- your fastest units to charge the enemy. Spread out your forces and
- send them all in at once to rush the enemy and engage in hand-to-hand
- combat as soon as possible. You can even pick an expendable unit to
- send first (all enemy artillery will target it) and after they open
- fire, slip in some other units to finish the job.
-
- Dragons: don't even think about trying to fight one. You can use the
- Curse of Anraheir on one, however, to slow down the Dragon's attacks.
-
-
- 6. The dwarves are your best friends and won't steer you wrong.
-
- Best of all, they pay well, so they are naturally good allies for
- mercenary armies to have. You can't ignore the Elves in order to
- finish the game, but the dwarves will help you with that as well.
-
-
- 7. Base the amount of resources you devote to a mission on how
- much you are getting paid for it, under the following conditions.
-
- Always save the game before starting a mission. On some missions you
- won't need to fight any battles, so you'll want to save money by not
- assigning any more regiments to fight than you have to. Do a restore
- and try it again.
-
- Early in the game when you are fighting around Wissenheim, you will
- need practically all the troops you can muster for every fight, with a
- couple of exceptions. After you get the mortars you won't need them
- for every battle, nor every other unit all the time afterwards. Use
- the wizard effectively, and you'll be OK. Let the offer of payment be
- your guide. If you are offered 800 crowns to do a job, make sure your
- expenses come in less than, but not too much less than 800 crowns.
- The money you are offered around Wissenheim is fair and should enable
- you to make at least a small profit with nearly every mission. More
- important are the experience points you earn by completing these
- missions and the troops you hire along the way.
-
- When fighting for the Dwarves, remember that they always pay more than
- what you need to make a profit. Expect to make a great deal of money
- on the defense of Zhufbar, and you won't need to use all your troops
- on the missions. The exception is the one time they pay you for each
- man you're able to field. Send everybody on that one and make a real
- financial killing!
-
- When fighting for the Elves, remember that they always pay less than
- what you need to make a profit. This is not so much because the Elves
- are cheap but because you've amassed a large army (hopefully) by this
- time that you have to support with retainers. In fact, it's when
- fighting for the dwarves that you make more than enough money to cover
- your costs in fighting for the Elves. When you get a mission from the
- Elves in which they offer 500 gold crowns, expect to spend 600 or 700
- crowns just to get the job done. Even so, all of the Elf missions are
- worthwhile and most of them are required. Don't worry though. If you
- performed well for the dwarves you should have been able to amass over
- 10,000 crowns after you arrive in Loren and get paid there, more than
- enough to complete the game successfully.
-
- Remember that you can't assign more than 13 regiments to any one
- mission, so don't get too concerned if you lose one or two regiments.
- Actually, it may serve you well to have lost a couple in the game so
- you don't have to keep paying them a retainer (or you can always fire
- them). The Grudgebringer Cavalry is required and the Amber Wizard is
- practically essential until you can acquire other wizards later in the
- game. Most of the other units are not essential (though I'd hate to
- go into the final battle without at least two canon and the Elf
- Archers, and either good cavalry or a Gyrocopter).
-
-
- 8. One of the best refinements in this game is the way the
- missiles are fired on the battlefield. The missiles behave as they
- would on a real battlefield. They go up in the air and go down in an
- arc or else they hit something on the way, realistically. Each type
- of unit fires differently. Plan appropriately.
-
- With this in mind, prepare your missile attacks. It does no good, for
- example, to hide a canon behind a cliff, because all it will do is
- fire into the cliff. Instead, hide the mortar behind the cliff
- because it fires up into the air and over the cliff.
-
- Archers also shoot into the air, especially longbows. Your longbows
- may be able to fire over an obstacle that your crossbows would fire
- directly into.
-
- So mount your straight-firing canon on the tops of hills. Put your
- mortars behind the hill so they can fire over it from protection.
- Crossbows should go with the canon, and longbows with the mortars.
- Elf Archers are effective from just about anywhere, unless the target
- really is shielded from them completely. But of course, you have to
- watch the Elves closely since they like to advance on their target,
- exposing themselves to counter attack. (Stupid Elves! They really
- need a baby-sitter!)
-
- Wizards are really the most stupid of all the missile units, however.
- You have to give them plenty of room to work and don't let any
- friendly units get in front of them. If you place an infantry unit in
- front of your Amber Wizard, for example, and let him attack an enemy
- regiment continuously with Hunting Spears, he'll happily launch spear
- after spear into your infantry until they've been wiped out and he can
- proceed to wipe out the next unit that gets in his way. The other
- wizards are no better. That's one of the big reasons why you have to
- manage wizards carefully. Also, the idiots are going to keep firing
- their least effective spells at approaching enemy regiments, unless
- you manage them closely and make them use an appropriate spell. For
- example, the Amber Wizard should use the Hunting Spear against single
- person regiments like wizards and trolls, while the Flock of Doom is
- much more effective against masses of infantry like Goblin Stickers
- and Skaven Slaves.
-
-
- 9. Make sure you don't miss the magic items in the game; they are
- very important. There is a complete list below, if you don't want to
- search every single battlefield. Even if you don't make money, a
- mission can be worthwhile if you acquire a magic item. Make sure your
- most important units acquire the items and can use them appropriately.
- For example, it does little good to give the Dread Banner to a Wizard,
- because wizards never charge at anyone.
-
-
- 10. Often you can't control whether your units chase after a
- routed enemy regiment to finish it off, but sometimes you should try
- to stop them and sometimes you shouldn't.
-
- Don't chase after Warpfire-toting Stormvermin, which blow up, or
- Plague Monks, which keep firing filth even when running away. Your
- pursuers will pay a heavy price.
-
- When your units are needed elsewhere, naturally you'll want to rally
- them as soon as possible to send them where they're needed.
-
- Otherwise, when you've got an enemy regiment on the run, that's the
- best time to finish them off. Rarely will they score any hits on your
- forces while they're running away and they're easy targets. Killing
- them increases the experience levels of your units and prevents the
- enemy from rallying later and coming back at an inopportune time. I
- hate it when an enemy unit flees and then suddenly finds it in itself
- to rally just when it's passing by my vulnerable missile units!
-
- When enemy units are fleeing across the battlefield, even after you've
- won the battle, track them down and finish them off. You get the
- extra experience points which allow your forces to improve their
- skills. Missile units will target fleeing regiments if you order it.
- Otherwise, direct a fast unit to move across the path of a fleeing
- enemy and run them down.
-
- Dwarves are so slow they won't catch any enemy units that are fleeing,
- so always try to rally the dwarves ASAP and put an end to their futile
- pursuit.
-
-
- 11. Be sure to space your artillery units far enough apart so that
- they don't blow up! This includes mortars, canons, and hellblasters.
- You should be able to easily fit about two good sized infantry units
- in between each artillery unit, or else the artillery units stand a
- good chance of blowing themselves up when the battle commences.
-
- At the same time, if you space your artillery units too far apart they
- are harder to defend and one of them will invariably be out of
- position to fire at the most crucial moments. So space them and place
- them carefully.
-
-
- 12. Pay close attention to terrain so you can use it to your
- advantage. Spy out the land before the battle starts, if possible.
-
- I once used the Celestial Wizard's Wind Blast spell to hold off an
- entire army for 10 minutes and as the enemy units went the long way
- around they were easily picked off one by one by my missile units.
- Two Orc Archer units remained and it looked like it would be an easy
- and glorious victory, but the archers wouldn't die no matter how many
- arrows and cannon shot I threw at them, after the Wind Blast was
- removed. Only after I took a number of casualties, including my
- Celestial Wizard killed by those archers, did I look closely at the
- terrain and discover that the enemy archers were standing in a low
- place behind a hill. My missile units kept hitting the front of the
- hill without doing much damage, while the enemy archers were firing
- freely from behind their protection. I ended up sending a unit of
- cavalry to trounce them. But if only I'd looked at the terrain I
- could have placed some of my own archers down along the enemy archers'
- flank where they could have had a clear shot. Or I could have nailed
- them with appropriate magic spells which are not limited by terrain.
- Instead I lost a wizard and some other valuable men.
-
- Of course, if the enemy can do something like this, why not do the
- same to him back? Hide your units so they can't be hit by missile
- fire until they are needed. Let your mortars fire from completely out
- of site so they remain safe. If your wizard casts his spells while
- hidden behind trees, no one will ever touch him. This game is very
- good at making realistic use of the terrain and it should be easy for
- you to take advantage of this better than the computer opponent does.
-
-
- 13. Read the books in Dietrich's wagon. Only there can you get
- current information about races, spells, magic items, and the
- abilities of your own troops. You especially need to know how to use
- the magic items if you want to be effective. Read about every new
- item you get.
-
-
- 14. Hire everybody you can (unless you're really short of money).
-
- The best units are the ones you don't have to pay. I usually assign
- those to nearly every mission, unless their numbers are decimated and
- you need to give their wounded time to recover.
-
- I have completed the game twice while hiring every possible unit I
- could. You may be running a bit short of money at the time you reach
- Nuln for the first time, however. In that case, you don't need to
- hire everyone there. Some of the units are expensive. If you've got
- enough healthy infantry, you can skip the Greatswords or the
- Halberders. They are both good but expensive units. Make sure you do
- hire the artillery units, however.
-
- Remember that if you've lost a lot of troops, the good part is that
- you don't have to keep paying them. The only unit you can't lose is
- the Grudgebringer Cavalry, of course. Everybody else can be replaced.
-
-
- Notes about managing your troops
- ------------------------------------------
-
- Just as there are different types of enemies you have to know how to
- deal with, the forces you command are equally diverse. Success often
- depends on whether you use your forces wisely, so here are some tips
- on how to do so.
-
- 1. Wizards
-
- These are the most important units of the game, so manage them
- carefully all the time. You really only need one wizard on the
- battlefield at any given moment, and more than one in action means
- thinly spread availability of magic power points. I won't repeat all
- that I said above about wizards, but here are a few other things to
- remember.
-
- Make sure you save your magic points for the most crucial spells. If
- you tell your Amber Wizard to continuously attack a regiment, he will
- use the Curse of Anraheir and Hunting Spears. But the Hunting Spears'
- effectiveness against masses of infantry is not always satisfactory.
- Let him use the Flock of Doom in such situations if you have it. And
- don't ignore the Tangling Thorn which can stop a powerful unit. The
- enemy's front unit, if halted, will block the ones behind it from
- proceeding. And don't let the Celestial Wizard waste all of his power
- points on ineffectual lightning. The Storm of Shemrek can turn the
- tide of battle, while the Wind Blast can halt an advancing army, and
- I've seen it happen.
-
- Make sure an enemy is in range before trying to cast a spell on him.
- Otherwise, you've wasted the magic power points. You'll have to learn
- from experience what the wizard's maximum distance for spell casting
- is. Only if you tell him to continuously attack a regiment will he
- actually move himself into position (but then at least you'll know
- when he's in range!).
-
- Most important of all about wizards, make sure your other units
- already have their marching orders from the start so you can spend as
- much of your time as possible managing the wizard closely. Work with
- him carefully and he can win many of your battles for you almost
- single-handedly.
-
- 2. Cavalry
-
- For some reason, although the book says that cavalry will have a
- movement rate of 8, in actuality it's only 4. But the cavalry are
- faster than the infantry anyway over most terrain. Hopefully there
- will be a bug fix for this.
-
- I find it much easier to maneuver cavalry around the battlefield than
- infantry. They respond more quickly and seem faster at moving into
- position. Use them to charge the enemy's flanks. Some cavalry units
- will give you a bonus when charging.
-
- Use the magic power of the Grudgebringer sword to send fireballs prior
- to hand-to-hand.
-
- 3. Infantry
-
- The heart of your army. Use them to setup a defensive line as
- described above. There are several excellent infantry units available
- in the game, both human and dwarf. The Grudgebringer infantry only
- becomes really good if you build up enough experience points for them
- (which is hard to doùit's cheaper to field dwarf infantry instead).
- Dwarf infantry is good but really slow moving.
-
- Larger formations of infantry are especially difficult to manage on
- the battlefield. They don't maneuver very well, and you can spend
- half the battle just trying to get them into position. So don't waste
- time with that. Let the enemy come to you while you pulverize them
- with missile units, then meet them with your infantry. Let the
- infantry hold them while your cavalry rushes in to finish them off.
- Piece of cake, right?
-
- 4. Archers (Crossbows, Longbows, Archers)
-
- It's a good idea to watch the flights of arrows to make sure they are
- hitting their targets.
-
- Crossbows have a good strength skill, so they should be able to bring
- down some of the tougher enemy troops. I had a hard time trying to
- get the Mercenary Crossbows (available early in the game) to advance
- in experience, but it's worth it if you can do it. They can hit the
- enemy without getting hit back, which is what bowmen do best. The key
- is to make sure they are well within range when they fire. Otherwise
- their arrows will fall short and do no damage.
-
- The Longbows are more effective in some ways, mostly, I think, because
- they fire higher into the air and over obstacles. However, their bows
- are less effective strength-wise.
-
- It's not until you get the Wood Elf Archers that you find out what
- archers can really do. As long as they don't have an obstacle in
- their way, they can tear enemy formations apart with their accurate,
- rapid fire.
-
- Set your archers in position to bring maximum fire power on the enemy
- while not exposing themselves to the same thing. From on top of a hill
- their effectiveness is increased while the enemy's is significantly
- diminished. If they are just behind a hill, they are extremely
- difficult for the enemy to hit but their own effectiveness is not much
- diminished.
-
- Archers are best used against infantry regiments which have limited
- armor and move relatively slowly.
-
- 5. Artillery
-
- This includes mortars, canons, and the Hell Blaster.
-
- You can't get enough of these. Mortars are inaccurate but great at
- eliminating large formations of advancing infantry. Try to get the
- enemy infantry to bunch up in one place and the mortars will be three
- times as effective.
-
- The two canon pieces you can get in the game are excellent, especially
- the Imperial Great Canon Crew. They love to chew up advancing
- infantry with deadly accuracy. The Hell Blaster is not as good, but
- still useful when the final battle rolls around.
-
- Remember to space your artillery weapons out as described above to
- avoid having them blow up. There is still a chance they will blow up
- anyway, though. As long as the unit is still in existence, it will be
- repaired. So if the weapon is destroyed, get the surviving members
- out of harm's way to save them for the next battle.
-
- Protect your artillery from enemy attack as well as you can, but put
- the artillery in strategic positions from which to fire. Canons fire
- in a relatively straight line, mortars fire up into the air.
-
- 6. Ceridan
-
- Don't be afraid to use him whenever you can. Ceridan seems to be
- about the only indestructible unit in the game (dragons excepted). He
- may get defeated on the field, but the worst that happens to him is
- that he's only wounded (he's too crucial to the plot to let die). If
- you let him take the Dread Banner, he can run around panicking enemy
- regiments. However, Ceridan will often be unavailable to you until
- the latter part of the game, so don't give him too many magic items,
- at least not until you get to Loren.
-
- 7. Dwarf Gyrocopters
-
- These can be very useful against relatively immobile and/or missile
- firing enemy troops. The key to the Gyrocopters is to send them
- against regiments that won't charge them and lock them into
- hand-to-hand combat. They are best used against enemy missile units
- of all types, especially artillery and Stormvermin with Warpfire.
-
- The catch is that you have to manage them all the time. Using their
- steam gun effectively means a lot of clicking the mouse. If any enemy
- manages to engage a Gyrocopter in hand-to-hand combat, order the
- Gyrocopter to retreat immediately (no enemy regiment can catch it).
- Keep the Gyrocopters completely out of harm's way when you are not
- using them.
-
- Use a Gyrocopter at those times when the action is less intense, and
- you have extra time to manage them. When things heat up elsewhere on
- the battlefield, send the Gyrocopter to some safe corner of the map
- out of harm's way until you have time to use it.
-
- Mission help (under construction)
- -------------------------------------------
- Here are a few words of advice regarding many of the specific missions
- from the earlier part of the game. Of course, you don't need to
- perform all these missions to complete the game (but where's the
- fun?). The more missions you attempt, the easier it will be to win
- the game later.
-
- 1. Protect Schnappleburg
-
- Do what the book tells you, it's straightforward, except don't forget
- to retrieve your first magic item before finishing the mission (see
- below).
-
- 2. Escort to Holst
-
- First ambush is easy. Second ambush, engage as quickly as possible,
- make sure crossbowmen fire at clear targets, not hitting your troops
- accidentally. Biggest challenge is fending off enemy on your right
- flank in time to engage units coming from the north.
-
- 3. Sven Carlsson
-
- Your first real chance to implement the strategy principles outlined
- above. Don't bother to try to save Hiln (you can't). Might as well
- attack Hiln's guard first, then line up in a defensive position to
- face the Clanrat warriors. Don't forget magic item.
-
- 4. Patrol
-
- Setup defensive line as battle commences. Good time to practice
- maneuvers. Apparently, if you let some from the first battle escape
- you get to fight a second one with the possibility of making more
- money. I'm not sure what the exact conditions are for fighting the
- second battle, though.
-
- 5. Rescue Ilmarin
-
- Don't get too caught up in rescuing the dwarves, you don't have to.
- Probably the best thing you can do for them is use your own units
- effectively. You now have 2 missile units including Allor. Place
- your crossbows as far to the northeast as possible to give them a
- clear shot at enemy regiments. Use Allor's Hunting Spear spell to
- take out the Rat Ogre. If you decide to attack rather than just
- defend, don't do it piecemeal. Coordinate your Infantry and Cavalry.
-
- I suggest that you give the Shield of Ptolos to Allorùit offers
- protection against missile fire.
-
- 6. Orc Pursuit
-
- Most difficult mission yet, but should not be hard for you if you
- follow the above tactics. Be sure to concentrate your forces when you
- engage.
-
- 7. Revenge
-
- You will not be ambushed so take Grudgebringer Cavalry only, to save
- money. A decision for revenge means working for Carlsson for a while.
- You can skip this and go straight to Zhufbar, but you won't be nearly
- as well prepared for Zhufbar. You don't have enough of an army yet to
- go straight to Loren, so if you're reckless enough to try it you're on
- your own. I've heard that some players have gone directly to Loren
- successfully, but if you do that you miss half the game!
-
- 8. Vanberg
-
- Carlsson Guard troops are not especially good but they can fortify
- your defensive line. You lose them before going to Zhufbar, so don't
- work on building up their experience points. Put the Guards in harm's
- way but send in your regulars to do the killing. Or to put it another
- way, lead them to water but don't let them drink.
-
- 9. Against the grain
-
- This one is tougher thanks to the fact that you have to go on offense.
- Still, you should be able to draw the enemy to you, one or two
- regiments at a time. The rest should be easy.
-
- The good part is that enemy units will be attacking buildings and
- therefore not be available all at once to turn on you when your units
- surprise them. I suggest taking the southern route and falling on the
- enemy rear, then advancing in an orderly fashion (as always) until
- you've methodically wiped out every unit. Don't worry if a couple of
- buildings are lost: your pay is only diminished slightly. It's more
- important to keep your regiments in tact. Also, you might have to
- take a slight financial loss on this one.
-
- 10. Bridge over River Weiss
-
- I'm unsure what effect actually stopping them from crossing the bridge
- has on the outcome of the game. I would say it's best to let some
- enemy units get away rather than lose some of your own troops
- unnecessarily. If you insist on trying to stop them all, the Curse of
- Anraheir can slow down the lead unit enough to catch it with your
- cavalry.
-
- In any case, use the mortars to target large infantry regiments and
- the wizard to slow down or stop units. The greatest threats to your
- own troops are the rear units in the enemy column. Send cavalry and
- infantry against them and let your missile units and wizard try to
- pick off as many from the front of the column as possible.
-
- 11. Slave Train
-
- This mission is worthwhile because of the magic item. Also, you will
- get some payment if you do it and every participating unit will get 2x
- experience points.
-
- Mortars are worthless in this mission (they'd just hit the slaves).
- You shouldn't need too many troops to complete it successfully.
-
- Special hint: if you use the Tangling Thorn spell on the Goblin
- Stickers they will just disappearùuse the spell on all three groups:
- then you only have to fight the wolf units. But the wizard doesn't
- get any experience points for it.
-
- 12. Shattered Pass
-
- Final battle around Wissenheim: let the killing begin! You probably
- need every unit for this except for infantry. The Carlsson units
- should be enough (if your Carlsson units are still in reasonably good
- shape).
-
- Setup your defensive line in the narrow pass to the southeast and you
- should have ample opportunity to shell the attackers with mortar fire.
- Might at well place everyone at the bottom of the hill since otherwise
- you'll be fighting on the hill at a disadvantage. Let Hunting Spears
- take out the troll. The rest is easy. Rush the three units that stay
- in the northwest after all the others are killed. Don't forget the
- magic item before you move on.
-
- 13. March to Zhufbar
-
- No battles on the first leg. Assign cavalry only.
-
- Go to Zhufbar to get the most out of the game, though of course you
- can go straight to Loren, which is a significantly more difficult but
- faster route.
-
- 14. March to Zhufbar
-
- Second leg of journey will prove more challenging. Mortars will be
- useless so leave them behind. When ambushed, form into defensive line
- out of range of enemy artillery. Fight off the onslaught (kill the
- enemy wizard with Hunting Spears) and then charge the Rock Lobber when
- it's safe. What? Still too hard? Well I can't do everything for ya.
- Restore and try it again.
-
- All right, try this: Send your cavalry way out in front while you
- organize your defensive line so that all enemy regiments target it and
- chase it. Then call the cavalry back around behind your line (before
- they can be engaged, of course). The Orc regiments will keep going
- after your cavalry, so your defenders need only lie in wait. Setup
- your units lying in wait to attack the enemy flanks when the time
- comes. That leaves only the enemy wizard to defeat (easier said than
- done, I know). Hopefully your wizard can finish him off before he
- gets too close.
-
- From this point you're on your own.
-
- Good Luck!
- -------------------------------------------
- Wish list
- -------------------------------------------
-
- I've become fond of SOTHR, but there are some problems and room for
- improvement. Here are a few thoughts.
-
- The interface still definitely needs some tweaking. It's a problem
- when you click a button only to find that the button changed its
- function suddenly, basically giving the opposite order of the one you
- wanted to give. When you try to click on Attack, there is a chance
- the button will suddenly change to Retreat and your forces will become
- easy prey for the enemy.
-
- Another problem is that units are difficult to select. I would like
- to see some kind of window that opens up and lets you select a
- specific unit. If several units are close together it's very
- difficult to get the one you want by clicking on the map, and when you
- thought you selected one, you actually got another. Also, when you
- give marching orders, you may have thought you were done giving the
- order and so you click on another unit, not realizing that by clicking
- on the other unit you countermanded the order you just gave. That
- makes the interface very hard to get used to, especially for a
- beginner.
-
- The learning curve in the game is very steep. You win the first few
- battles without much difficulty, but then suddenly you are thrown into
- some very difficult ones and after repeated failures, you want to just
- give up and return the game to the store from which it came. That's
- too bad, because the game really is worth learning. There's a whole
- lot of substance in it.
-
- The manual could be better for finding information in. How hard could
- it be to just put an index in the back of it? Most word processors
- will do that for you automatically. Well, I know that problem isn't
- going to get fixedùnobody ever changes the manual. But I'd like to
- see it done right for the next game. Otherwise the manual is pretty
- good, except for the hints on strategy which are not only not helpful
- but can actually make the game much more difficult if you try to
- follow them.
-
- I like the way formations are handled in the gameùnothing complicated,
- but it's flexible enough to give you some control. But I wouldn't
- mind seeing some more advanced options for giving troops orders. For
- example, I'd like to see the ability to give a unit an order to defend
- a certain area on the map and attack anything that enters it. Better
- yet, I would like to be able to order one unit to guard another unit.
- Of course, this may be a problem like when I want a regiment to guard
- a wizard and they get in the way of his spells. Perhaps if they took
- up position behind him until neededà
-
- The AI for the wizards is too limited. He will keep casting the same
- spell over and over, even though he could use other, more effectual
- ones. At least I would like to be able to order him to continuously
- attack using a PARTICULAR spell of my choosing, if nothing else.
- Also, the wizard should realize when there are friendly units in the
- path of his spell and refrain from casting it, as the archers are able
- to refrain when the enemy is locked in hand-to-hand combat with
- friendly troops.
-
- I hate having to switch my display to 256 colors to run the game
- (though I wouldn't mind if my video card could do it on the fly).
- Also, the game keeps setting my MIDI music to maximum (very annoying).
-
- MOST OF ALL, I would like to see a scenario editor for this game which
- allows you to create your own battles. Or at least I'd like to see a
- sequel to the current game. In conjunction with this, there could be
- a two player option via modem or network.
-
- Warhammer: SOTHR is so close to being a breakthrough game, with the
- potential of being very popular if it just wasn't so frustrating at
- times. All the essentials are in place, and it offers so much more
- strategic depth and challenge than the other real-time games out
- there, easily beating Command and Conquer and Warcraft, in my book.
- The AI in those games just does not compare, nor does the storyline,
- nor does the realism. Granted, you can get scenario editors and/or
- two player modes with other such games, and SOTHR lacks these. But
- really, all this game needs to become a major hit is a little
- interface tweaking and an easier learning curve. That would eliminate
- the majority of the frustration. Probably if it included a strategy
- guide with the game, one that actually helped, that would improve the
- learning curve. Adjustable difficulty levels might serve even better
- to make all of us happy.
-
-
- ---------------------------------------
- STEPHEN 'DURIN' DI CIANO's Magic Items list follows in his posting to
- the comp.sys.ibm.pc.games.strategic newsgroup. Since he posted it
- publicly, I trust he doesn't mind my reposting it here with proper
- credit given. It's very helpful, and with this list you don't have to
- waste your time scanning every map for a magic item.
-
- Magic Item locations for Warhammer:
- ----------------------------------
-
- Hi, so Warhammer's a bit ard' for ya eh? Eres some help...
-
- *BTW there are 18 magic Items in the game.
-
- *It is not possible (unless cheating) to obtain all the items.
-
- *Each mission is of the form BF0XX in the \SCRIPT. Objective K in a
- mission indicates a magic item can be found. The second number
- indicates
- what item. Note - missions can be edited.
-
- These are in the approximate order that you may find them-
-
-
- 10- SwordOfMight (BF003)
- ------------------------
- This item is in the very first mission. Found to the right of the
- clump trees in the centre of the map. Should probably give to
- infantry, as cav have a sword. But remember bonuses are
- cumulative.
-
- 11- DragonBlade (BF001)
- -----------------------
- Found in the sleaquit assassin mission, behind the house, near the
-
- snowman. Give to cavalry.
-
- 6- ShieldOfPtolos
- -----------------
- Found in the rescue of Illmarin mission, near the rock to the west.
-
-
- 8- SwordOfHeroes (BF004-4)
- --------------------------
- In one of the Carson missions where you rescue slaves at night.
- The item is behind the building.
-
- 7- PotionOfStrength (BF004-5)
- -----------------------------
- This item is in the NE corner of the map in the last Carlson
- mission.
-
- 3- BannerOfWrath or PotionOfStrength (BF018)
- --------------------------------------------
- The mission is the suicidal troll mission to Loren.
- This excellent Banner is supposed to be in this mission, but in my
- game it
- isn't. It is due to 'objective: X' in the file making the potion
- appear instead,
- but I don't know why this was done (maybe its buggy). The Banner
- seemed to
- work fine for me.
- The item is near the 2nd stream of lava on the east wall.
- This mission is a waste of money unless the item can be obtained.
-
- 4- BannerOfArcaneProtection or PotionOfStrength (BF019)
- -------------------------------------------------------
- This mission is the skaven suicidal mission to Loren.
- Problems same as troll mission.
- Item is near the two rocks.
-
- 0- BannerOfArcaneWarding or PotionOfStrength (BF012)
- ----------------------------------------------------
- This mission is the orc suicidal mission to Loren.
- Problems same as troll mission.
- Item is near rock to NE of the map.
-
- 5- TalismanOfObsidian (BF028)
- -----------------------------
- This is the 'save sheep in farm from goblins' mission. This item
- is probably the best in the game, it cancels all magic. The only
- way to get to this mission is to get to Zhufbar through the
- mountain
- pass, not underground.
- The item is in the far east behind the house. Give to cavalry.
-
- 1- BannerOfMight (BF037)
- ------------------------
- This is also a excellent item (adds to combat bonuses)
- The mission is called Slave Assault. It is one of the missions
- given
- to you in Zhufbar. The item is behind a pile of rocks near the
- north
- wall.
-
- 12- ArmourOfMeteoricIron (BF025)
- --------------------------------
- This item is in the Bandit hideout camp mission after the Decoy
- mission.
- You do these missions at Nuln. But if you do any of the bandit
- mission
- rather then going to Loren right after talking to the Emporer, you
- don't
- get the Reiksgard Knight cavalry unit (your choice). The item is in
- the
- far west behind the tents.
-
- 2- Dreadbanner (BF033)
- ----------------------
- It is in the Exterminate skaven mission in Karak Norn.
- An excellent item that makes you cause fear (now you can be the big
- scary
- monster). But this mission may well take its toll on ya. Make sure
- you
- attack the caves.
- The item is in the eastern corner, near a cave.
-
- 9- ParryingBlade (BF022)
- ------------------------
- This mission(i think) is where you fight heaps of skaven on your
- way to Loren.
- I don't think it appears all the time (maybe only if you get the
- Knights).
- The item is behind the 3rd rock to the east.
-
- 7- PotionOfStrength (BF034)
- ---------------------------
- This potion is in the 'Final Battle?' mission against Urgat.
- It is near some trees? to the NE, close to your setup area.
-