home *** CD-ROM | disk | FTP | other *** search
- Warhammer: Shadow Of The Horned Rat
-
- This guide to Warhammer: Shadow Of The Horned Rat is split into two sections.
- First thereÆs a short list of general hints and tips for playing the game and then
- thereÆs a brief discussion of the different opponents youÆll face.
-
- The art of war
- Although the different missions you must complete vary widely, there are some
- things that you should always bear in mind throughout the game...
-
- Managing your forces
- The first and most important rule is to save your game after every successful
- mission. ItÆs easy to win æPyrrhic victoriesÆ in Shadow Of The Horned Rat, where
- you may complete a mission but lose so many troops that it becomes very hard to
- succeed in the next. ItÆs also vital that you manage your forces efficiently and
- spend as little money as possible, so even if you win a battle hands down, it might
- be worth going back and trying it with fewer regiments.
-
- Likewise, remember to check your troops roster after every battle and hire any
- replacement troops that may be available. ItÆs vital to keep your regiments as near
- to maximum capacity as possible if youÆre going to succeed.
-
- Remember that you can take only 13 regiments into a battle, but those that you
- donÆt use still have to be paid. Although the amounts are small, they quickly add
- up. If you find that youÆre just not using a regiment, fire it. The savings will be
- worth it.
-
- DonÆt underestimate the importance of experience. A fully experienced (6,000
- points or more) regiment is a killing machine in comparison to its starting
- statistics, and units like this are vital later in the game. For this reason, try to use
- the same regiments as much as possible, and donÆt ærotate dutyÆ unless you have
- to. ItÆs better to have a few experienced units than an army full of ones with a few
- hundred points each.
-
- Battles
- Although time is frozen during the deployment phase at the beginning of a battle,
- the Winds of Magic are still active. If youÆre going to be starting in a position
- where you can use spells within the first minute of the battle, itÆs worth waiting
- for a lot of magic points to appear before starting the mission.
-
- Learn to judge the range of the different spells and missile weapons that you have
- available. Each is different, and itÆs worth taking the time to get a feel for how far
- you can fire. In particular, thereÆs nothing more annoying than trying to cast a
- spell and finding that youÆre out of range - the magic points used are wasted.
-
- DonÆt end a mission just because the æmission completeÆ message appears. Often
- there will still be routing troops on the map, and they still count as kills for
- experience. Likewise, many missions have magic items hidden on the battlefield,
- and nowÆs the time to search for them.
- What youÆre looking for is a sparkling point of white on the ground, which
- appears about once every 30 seconds or so. Remember to look behind things
- using the rotate buttons, and search the battlefield carefully.
-
- Tactics
- In order to succeed in Warhammer: Shadow Of The Horned Rat, you have to be
- able to win battles at minimal cost to your forces. The first thing to remember
- here is that the enemy will nearly always attack you - even when in a defensible
- position, the computer will send its forces to attack yours. DonÆt be in too much
- of a hurry to send yours out to meet them.
- Instead, take the opportunity to riddle the enemy with arrows and spells. By
- keeping your melee troops in place, you can often significantly weaken the enemy
- at no cost to yourself.
- There are battles where this tendency of the computer to keep coming at you can
- be even more helpful, such as in the dragonÆs lair under Zufbar (see the Escort
- Engrol Goldentongue mission, below).
-
- Likewise, close combat is dangerous because your troops can be killed. Your aim
- should always be to finish fights as quickly as possible, and the best way to do
- this is to force the enemy unit to rout. A routing unit is virtually defenceless, and
- can be hacked to pieces easily by your pursuing regiment.
- To force a rout, you need to do as much damage as possible as quickly as you can,
- and this is where charging is important. A charging unit hits first and gets a
- strength bonus, meaning that their hits will be more likely to cause wounds.
- Always do everything you can to ensure that your regiments charge the enemy,
- and not the other way around.
-
- A good way to use this to your advantage is to charge the enemy with an infantry
- unit while manoeuvring a cavalry unit to the enemyÆs side or rear, and charging it
- again. The combined bonuses will almost certainly ensure that you do more
- damage than your opponent, and even a tenacious regiment can be forced to rout
- in this manner.
-
- DonÆt underestimate the usefulness of magic. Always try to use every available
- magic point in every magic cycle, and experiment with different tactics. Likewise,
- donÆt
- forget to use your swordÆs fireball attack once per cycle - you can even do this
- while in melee combat.
-
- Know thine enemy
- In Shadow Of The Horned Rat your army will face a variety of foes, some more
- dangerous than others. The three most common races that youÆll have to deal
- with, though, are Goblins, Orcs, and Skaven. In the discussions below, the races
- are compared to an average human soldier, such as a member of the
- Grudgebringer Infantry.
-
- Goblins
- These are the weakest of the enemy races, and shouldnÆt present much of a threat.
- Their low weapon skill makes them easy to hit in hand-to-hand combat, and their
- low initiative means your troops will get their strikes in first. Combined with their
- lack of armour, this makes it a simple job to hack them to pieces. Best of all,
- Goblins have universally low leadership scores, making them easy to rout. Even
- Goblin Wolf riders arenÆt too much of a threat, and rank as the weakest cavalry
- unit in the game. Watch out for Goblin Archers, though, which can present
- something of a nuisance - charge them down as soon as possible.
-
- Fanatics
- These are the only really nasty Goblins. Fanatics æhideÆ inside regiments of Night
- Goblins, only revealing themselves when one of your regiments comes close.
- Then they leap forward, swinging huge ball-and-chain weapons that scythe
- through any unit in their path. Under no circumstances should you try to engage a
- Fanatic in close combat - theyÆll just rip your regiment apart.
- Instead, draw them out by moving a mounted regiment past them. Fanatics move
- randomly once theyÆve revealed themselves, and most of the time theyÆll either
- spin themselves off the map (maybe even killing a few enemies in the process), or
- be killed by their own weapon. Pick off any persistent ones with missile fire or
- magic.
-
- Orcs
- The traditional bad guys for any fantasy world, Orcs are bred for warfare, and
- pose a lot more threat than their Goblin cousins. Your only real advantage is their
- low initiative, which means that your troops will at least get their hits in first. The
- average Orc is tougher than a human, though, making them harder to kill, and
- their fair leadership scores make them difficult to rout. Finally, they tend to have
- better armour than Goblins. Combined with their sheer numbers this can make
- even normal Orc regiments dangerous.
- The real threat, though, comes from Black Orcs and Big æUns. Black Orcs have
- better weapon skills, ar stronger, and have better leadership scores than humans.
- So theyÆre more likely to hit, more likely to inflict damage, and are more likely to
- rout your forces than to run away themselves. Except for their average leadership,
- Big æUns share these advantages - but they have higher initiative than normal
- Orcs, so you lose the advantage of striking first. If at all possible, avoid getting
- your infantry units into melee with either of these types of Orc, and use your
- stronger Cavalry units instead. If you canÆt avoid it,
- try to ╘double teamÆ, by attacking with two units at once and out-numbering
- them.
-
- Skaven
- These chaos worshipping ratmen are your true foe in Shadow Of The Horned Rat,
- and before you finish the game youÆll have killed literally hundreds of them. The
- average Skaven has two advantages over human troops - they move faster, and
- they have higher initiative, so they hit first in close combat. Balanced against this,
- though, is their low leadership - like real rats, Skaven are cowardly, and this
- makes them easy to rout. Considering the number that you normally face, this is
- just as well.
- The trick to defeating Skaven is to use this weakness. By concentrating your
- missile fire on the nearest unit, you can normally force them to rout. Immediately
- switch targets to the next unit, and do the same. With a little luck youÆll be able to
- rout one or two more regiments before the first rallies, at which point you simply
- start shooting it again. In this manner you can hold off a much larger force of
- Skaven for some time, whittling their numbers down so that when you are finally
- forced into close combat, you stand a much better chance of winning.
- The Skaven to watch for are the elite Stormvermin. These guys are stronger and
- have better weapon skills than a human, making them nasty opponents. However,
- they still suffer from low leadership scores, so the above tactic works just fine.
-
- Rat Ogres
- These hulking brutes pop up quite often, and if left unchecked can wipe out whole
- regiments. WhatÆs more, they cause æfearÆ, and so can force your troops to rout
- just be charging at them. Luckily, thereÆs a simple answer to Rat Ogres - the
- Amber Wizard, Allor. His hunting spear spell drops them in their (rather large)
- tracks almost every time.
-
- Warpfire Throwers
- A bizarre blend of technology and magic, this Skaven invention can fire arcs of
- deadly green energy across the battlefield, and explodes when destroyed. For this
- reason you shouldnÆt get into close combat with one - use magic or missile fire to
- blow it up from a distance, and make them priority targets, as a direct hit from one
- of their beams can kill a lot of soldiers with frightening ease.
-
-
- The (shortish) Road to Victory
- This is a step-by-step guide to one of the shortest practical routes to winning
- Shadow Of The Horned Rat. Because of this, though, itÆs not necessarily the
- easiest. By skipping many of the optional missions available you miss out on
- many new regiments, reinforcements, magic items and, of course, experience
- points. It is, theoretically, possible to finish the game in even less time, but the
- more optional missions you skip, the tougher it gets.
- For each battle thereÆs a map showing the locations of any magical items, as well
- as an example army and initial deployment. Remember that these are only
- suggestions, and there are often several different strategies that will work for a
- given battle, so feel free to experiment. The note æreinforcements availableÆ
- indicates that you can hire replacement troops before the mission begins.
-
- Protect Schnappleburg
- Take both of your units, and deploy them as shown. When the mission starts,
- attack the Goblins with the Grudgebringer Infantry. Move the Cavalry to the
- north-west, then turn them towards the north-east and theyÆll spot a unit
- of Goblin Wolfriders. Attack them with the Cavalry, remembering to use the
- swordÆs fireball. ThatÆs all there is to it. Once the mission is complete, get the
- Sword of Might - its location is marked with an æXÆ.
-
- The Sword of Might
- This magical weapon increases the strength of its wielder, making his blows more
- likely to inflict wounds in combat. ItÆs probably best to give this to Lieutenant
- Schepke, so use the Grudgebringer Infantry to pick it up.
-
- Escort to Holst (Reinforcements available)
- There are two ambushes in this mission, one on the way to Holst, the other on the
- return journey. Take both regiments, and when the first ambush starts, attack the
- visible Goblins with your Cavalry, then move the Infantry to the north-east. As
- soon as the next enemy regiment becomes visible, attack with the Infantry.
- When the Cavalry defeat the Goblins, move them east across the map, crossing
- ahead of the first caravan. By the time the third and final enemy regiment appears,
- the Infantry should have finished off their opponents, so
- use them to charge the last unit, and then bring the Cavalry in behind and charge
- from the rear.
- Once at Holst, you can once again hire reinforcements, and a unit of Mercenary
- Crossbowmen is available for hire.
- When the second ambush begins, your newly hired Crossbowmen are on the
- wrong side of the caravan. Immediately move the Cavalry into the wagonsÆ path,
- blocking their movement, and then attack the bottom-right enemy regiment with
- the Infantry.
- Move the Crossbowmen north, past the Cavalry and caravans, and fire on the
- enemy regiments as they appear in the north-east of the map - donÆt forget to use
- the CavalryÆs fireball attack as well. With a little luck you should be able to rout
- all the enemy with missile fire. Use the Cavalry and Infantry (once theyÆve
- finished off their opponents) to mop up any survivors.
-
- Sven Carlsson (Reinforcements available)
- Take all three regiments, and deploy as shown. The important things to remember
- here are that you canÆt prevent the Skaven assassin from killing Hiln, and neither
- can you kill the assassin, so forget about them.
- As soon as the battle starts, attack HilnÆs bodyguard with the Cavalry. By the time
- they finish them off, the assassin should have fled, and three regiments of Skaven
- warriors will arrive in the south-east corner of the map. Use your Crossbowmen to
- shoot the Skaven, while moving the Cavalry down to help. Mop up the surviving
- Skaven with the Infantry and Cavalry, once again trying to pin them with the
- Infantry, then charge them in the back with the Cavalry.
- Finally, get the Dragon Blade from the snowman behind the tower in the north-
- east corner.
-
- The Dragon Blade
- The Dragon Blade is a magical sword that causes any hits made by its wielder to
- count as two. ItÆs probably best to give it to your Cavalry, so pick it up with them.
-
- Patrol
- Take all three units, and reverse the standard marching order, so that the
- Crossbowmen lead and the Cavalry bring up the rear. Two ambushes will occur,
- both involving three regiments of Skaven warriors. Use the Crossbowmen to
- pepper the enemy units with arrows as described in the æSkavenÆ section above,
- while moving the Cavalry off to one side (donÆt forget the fireball!). Use the
- Cavalry and Infantry together to deal with the surviving Skaven.
- ThereÆs quite a bit of luck involved in these missions, as to whether or not the
- Skaven rout and how quickly they rally, so be prepared to try it a few times.
-
- Rescue Illmarin (Reinforcements available)
- Take all three regiments. On the way to the battle youÆll encounter Allor, an
- Amber Wizard whoÆll work for you for free. Once there, deploy as shown. In this
- mission it doesnÆt really matter what happens to the Dwarves - even if the
- regiment gets killed, you still speak to them afterwards, so donÆt worry too much
- about æsavingÆ them.
- Be sure to wait for a lot of magic points, then begin the battle. Set the
- Crossbowmen firing at the lower left group of Skaven warriors, and when the Rat
- Ogre gets closer let him have it with a Hunting Spear from Allor. Immediately
- move him north a bit, and try to cast a Curse of Anrahier on the Stormvermin. If
- the Skaven warriors havenÆt routed yet, attack them with the Infantry, and use the
- Cavalry to charge the rear of the Skaven fighting the Dwarves. Once the Infantry
- are finished, send them north and attack any surviving Skaven.
- Finally, get the Shield of Ptolos from behind the trees at the far west of the map.
-
- The Shield of Ptolos
- This magical shield protects its bearer from missile weapons of all kinds. As such,
- you can happily give it to any of your regiments. Generally, though, the Cavalry
- are a good bet, as theyÆre more likely to be used to charge missile units in later
- battles.
-
- Orc Pursuit (Reinforcements available)
- This is the first really tough battle. There are a lot of Orcs to deal with, and
- several ways to go about it. The following is a risky plan, but if it works, it lets
- you win with minimal losses. Again, donÆt worry too much about the Dwarves.
- Before the mission begins, hire the Black Avengers, then take all your regiments
- with you, and deploy as shown. As the battle begins, move the Cavalry and
- Infantry down the eastern side of the map, stopping to the east of the small clump
- of trees. While theyÆre moving, cast the Curse of Anrahier on the Orc Big æUns
- that appear on the western side of the map, then shoot them with the
- Crossbowmen and Hunting Spear spells.
- Meanwhile, to the east, the Black Orcs should have continued to move west while
- the Orc Boys turn towards your Infantry. Charge them with the Infantry, then
- charge them in the rear with the Cavalry. Back on the western side, when the Orc
- Boys overtake the æcursedÆ Big æUns, attack them with Illmarin and the Black
- Avengers.
- Once the fight on the eastern edge is over (which shouldnÆt take long) send the
- Cavalry into the centre of the map to help the Dwarves, and attack the Archers by
- the bridge with the Infantry. When Illmarin and the Avengers finish of the Orc
- Boys, send them into the centre to help out the Cavalry. Phew.
-
- March to Zufbar
- Time to help the Dwarves. Take only the Cavalry, Allor and the Crossbowmen
- with you. At FinnÆs Rest, hire reinforcements and the jolly hard VannheimÆs 75th.
- When you reach the entrance to the Underway, youÆll have to fight a small band
- of Goblins. The only danger here is from the Fanatics hidden in the two Night
- Goblin regiments. Move your Cavalry and the 75th north, then cut across the path
- of the Night Goblin units. Judge the timing right, and the Fanatics will surge
- forward, while your two units move off to the side. Pick off any persistent
- Fanatics with the Crossbowmen and Allor, then order the Cavalry and the 75th to
- charge the Night Goblins. Attack the Goblin Spearmen with the Dwarves, target
- the Archers with your Crossbowmen, and send Allor north to give the Goblin
- Shamen a nice shiny Hunting Spear. Simple.
- In the Underpass youÆll be attacked by Squig Riders - imagine a Goblin on the
- back of a very large living Space Hopper, and youÆll get the picture. These guys
- are a real pain, and thereÆs little point in trying to engage them in melee combat -
- they just jump up and splat you. Instead, pick them off with Hunting Spear spells
- and arrows, while moving the rest of your units to the south-east corner of the
- map, out of harmÆs way. A lot here depends on the luck of the Winds of Magic -
- get enough and Allor can mop up the Squig Riders easily - so be prepared to
- reload a couple of times.
- Finally, ignore the honour mission and continue to Zufbar itself.
-
- Slave Assault
- This looks tough, but because the Skavenslaves are so wimpy, itÆs actually not a
- very hard mission. Take your Cavalry, the 75th, Allor and your Crossbowmen.
- YouÆll also be given a regiment of Dwarven Crossbowmen and a regiment of Iron
- Breakers. Deploy as shown, and gleefully pepper the Skavenslaves with arrows.
- You should be able to kill most of them like this, but use the Cavalry and 75th to
- mop up. Once the first batch is killed, move your Cavalry north until the gate in
- the top west opens, then bring them back down again. Use Allor to take care of
- the Rat Ogres, and decimate the last two Skavenslave regiments in whatever
- fashion takes your fancy. Finally, get the Banner of Might from the rocks at the
- northern end of the map.
-
- The Banner of Might
- This magical standard increases the strength of every soldier in its unit, and as
- such is a very powerful item. Either your Cavalry or the 75th should be the bearer,
- making them great ╘shock troopsÆ for dealing with tough opponents.
-
- Escort Engrol Goldentongue
- Take only your Cavalry on this mission - youÆll be given Ceridan, the envoy, a
- unit of Hammerers and Gotrek Gurnisson as well. When the mission starts,
- Gotrek, a confirmed psychopath, will charge the dragon - thereÆs nothing you can
- do to stop him. Run Ceridan past the fight, using the manual Charge button if
- necessary to avoid the flames, and continue moving him north until he spots the
- Orcs. Then simply run him south, back past the dragon, and wait. The Orcs will
- trudge south, straight into the dragonÆs flames, and rout, running north. Then
- theyÆll rally, and like good little Orcs, come back for more.
- Eventually some will probably get through, so just hack the survivors to pieces
- with your Cavalry, and when all the Orcs are dead or have left the map, run
- Ceridan north once more to finish the battle.
- After a bit more travel, youÆll stop in Averheim. Reinforcements are available
- here, as are KeelerÆs Longbows, so hire them as well.
- Between Averheim and Nuln youÆll encounter a wolf attack on a Bright Wizard.
- Use your Cavalry to deal with the single ærovingÆ pack (which starts just to the
- east of the magician), and then pick off the rest with the Longbows. The wizard,
- Luther Flamestrike, will join you.
-
- March to Loren
- (Reinforcements available)
- Finally youÆll reach Nuln and see the Emperor himself, as well as getting the
- chance to hire some new units. Both cannon crews are something of a must for
- later missions, so be sure to hire them. Upon choosing the ╘March to LorenÆ
- mission youÆll also receive a regiment of Reiksguard Knights. Take the Knights,
- your Cavalry, the 75th, Crossbowmen, Longbows and both Wizards with you.
- YouÆll also meet a Celestial Wizard on the way, who will join you, then youÆll be
- ambushed by a lot of Skaven.
- Charge the regiments that attack from the north with all three mounted regiments,
- while moving the Crossbowmen, Longbows and both Wizards to the east. Use
- these units to deal with the Skaven reinforcements that arrive from the south-east
- corner of the map.
-
- Extermination
- ItÆs vital that you complete this mission, or youÆll be ambushed twice more on the
- way to Loren. Take your Cavalry, the 75th, Crossbowmen, Longbows, Allor and
- Luther, and the Hammerers. YouÆll be given three dwarf Gyrocopters and a unit
- of Dwarven warriors.
- Deploy as shown, and use the æcopters as much as possible. Their steam cannons
- seem to have no rate of fire limit, and so you can fire as quickly as you can click
- the mouse. The bombs, while inaccurate, can wipe out a whole unit of
- Skavenslaves in a single direct hit. Unfortunately, there is a tendency for the
- æcopters to get involved in hand-to-hand combat, so be careful.
- If any Skaven make it to the mouth of the passageway with the rest of your army,
- let æem have it with missiles and magic. As soon as the coast is clear, run Allor
- forward to use his Hunting Spear against the two Grey Seers. Finally, destroy all
- nine Skaven æbolt-holesÆ by attacking them, and get the Dread Banner from the
- south-east corner of the cave.
-
- The Dread Banner
- This standard gives the unit that carries it the ability to instill fear in opponents,
- and thus gives them a chance to force any enemy regiment to rout simply by
- charging them. Perhaps even more handily, though, it makes the unit that carries it
- immune to fear. As such, either the 75th or your Cavalry are a good choice to
- carry it, as they will then become a useful æmonster killingÆ unit.
-
- To Loren
- Provided you completed Extermination, there is little chance of an ambush on the
- way, so take as few units as possible.
-
- Poisoned Wind
- Take both cannons, the Crossbowmen, Longbows, Allor and whichever unit you
- gave the Dread Banner to. YouÆll also be given some Wood Elf Archers and a
- Treeman.
- The objective here is to avoid melee combat, as the Plague Monks almost
- continually emit black vapours similar to the Skaven Pestilent Breath spell. So,
- blow them to bits with the cannon, pepper them with arrows and force routs with
- the Treeman and Dread Banner if any of them get too close. There are a lot a
- Plague Monks, but a direct hit with a cannon will kill nearly a whole regiment,
- and the Wood Elf Archers are accurate and have an incredible rate of fire...
-
- Rescue High Elder
- Nearly there - the end is in sight. Take your Cavalry, the 75th, the Knights,
- Hammerers, Allor and Marius (the Celestial Wizard), as well as both cannons.
- Deploy as shown, and once again let æem have it with the cannon and arrows.
- Move the Knights and Treeman to the east and then attack any Stormvermin that
- get too close with them, doing the same on the western flank with the 75th and
- your Cavalry. Be sure to kill the pesky Grey Seer as soon as possible, either with
- a Hunting Spear from Allor, or in close combat with Ceridan.
-
- The Final Battle
- Well, not quite. Take everything you can with you. On the way north youÆll meet
- up with the Dwarves again, and get any of their units that survived Extermination.
- Eventually youÆll decide to make for Nuln, but to get there youÆll have to deal
- with that Orc Warlord that youÆve been hearing so much about.
- This is a big, tough fight, and can be very tricky to win. Deploy on the hill as
- shown, and try to do as much damage as possible from a distance. Use any
- Gyrocopters to draw out the Goblin Fanatics as early as possible, then if youÆve
- got time, try to use them to deal with the numerous War Machines.
- The real danger here comes from the Orc Shaman on his Wyvern. You can try
- peppering it with arrows, but youÆll be lucky to do much damage. Likewise,
- AllorÆs Hunting Spears are a good bet, but you have to wait until itÆs landed for
- them to hit - by which time youÆre normally in trouble. If you have enough time to
- see it coming, your best bet is the unit with the Dread Banner, as theyÆll be
- immune to the fear caused by the Wyvern. Even then, though, theyÆll take very
- heavy losses...
- If you defeat the Orcs, youÆll make your way to Nuln - the last stop before the
- grand finale. Here youÆll have a chance to reinforce, and get some new units.
- Which is just as well, because youÆll need them.
- WeÆre not going to show you the last map - it would only spoil the fun. However,
- there are some things to bear in mind. First of all, this battle is unlike any other in
- the game, because the sole objective is to win - you donÆt have to worry about the
- losses. If only one man remains standing, youÆll still win the game.
- That said, donÆt go charging in willy-nilly. Your cannons are once more your best
- friends here, as none of your other units has quite the same potential for large
- scale carnage. Blow as many Skaven to bits as you can, then charge everything
- youÆve got into the fray. Try to ædouble teamÆ enemy regiments with Infantry from
- the fray and Cavalry from the side or rear where you can. Remember, the fate of
- the world hangs on your decisions...
-