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- DEMO
- In the universe of Warhammer 40,000, battles may occur at any time, and on any planet. Acquiring
- the skills to succeed on these deadly battlefields may not be easy, but those who do can expect
- honor and acclaim. This DEMO should teach you the basics of those skills, though true mastery
- only comes with time and inspiration.
- For this DEMO, left-click on Tutorial from the Selection screen.
- Hothgarís Stance
- This DEMO is intended to cover some of the more commonly used features of a typical scenario: the
- game interface, moving units, firing units, opportunity fire, and artillery missions.
- The village of Hothgar's Stance has been overrun by a scouting force of Ork Evil Sunz troopers,
- supported by a detachment of Battlewagons. The Commissar has allocated a detachment of Predator
- tanks, a detachment of Whirlwind infantry support vehicles, and a detachment of Space Marine
- infantry. Your mission is to make sure that none of the Evil Sunz return to report their findings.
- Deployment Screen Features
- The Deployment screen consists of the Tactical Display panel
- a large overhead display of your units and enemy units that are visible, and the
- Interface panel
- ï Corner Map panel
- A smaller map panel displaying the entire battle area.
- ï The Unit Roster
- A three section panel with a scroll bar which lists the units in your
- active regiment.
- ï A Facing Dial and Control Buttons.
- Tactical Display Panel
- The Tactical Display panel is where Imperial and Ork units do all of their fighting and dying.
- The level of zoom can be adjusted using the two buttons below the Corner Map panel (they look
- like skulls, one with a plus symbol for zooming in, the other has a minus symbol for zooming out).
- The Tactical Display panel can also scroll across the battlefield by moving the cursor to an edge
- of the screen: left edge scrolls left, top edge scrolls up and so on. Text messages with
- information about controls, units, terrain features, and options appear in an Information Bar
- which runs across the bottom of the panel.
- Corner Map Panel
- The Corner Map is a tool for planning strategy and gives an overview of the current battlefield.
- Left-clicking on the Corner Map moves the view on the Tactical Display panel, represented by
- the white rectangle, to that part of the battlefield. Other features of the Corner Map panel
- include:
- ï Player One's units are shown as blue dots. These are also Imperial units in the tutorial
- ï Player Two's units are red dots. These are the Ork units.
- ï Objectives appear as white dots.
- ï Buildings and ruins appear as red blocks.
- ï Areas of difficult terrain appear as gray dots.
- Detachment Roster / Unit Roster
- The Detachment Roster lists your active detachments ó the active detachment is displayed in gold, the others are in silver. Double-click on a
- detachment entry on the roster. The entries change to the Unit Roster, refining the focus of control to a single unit. Double-click on any entry to
- restore the Detachment Roster.
- Facing Dial
- The Facing Dial controls the facing of the active unit or detachment. Left-click on one of the
- eight wedges on the face of the dial and the active unit changes to face that direction. Facing
- can also be changed on the Tactical Display panel by right-clicking on the map where the active
- unit needs to face. Note: Right-clicking on a unit selects that unit and opens the Imperial Codex
- encyclopedia to the entry for that unit, so when adjusting a unitís facing be careful not to hold
- the cursor over another unit while doing so.
- Deployment Interface Panel Buttons
- Zoom View Buttons
- The Zoom-in and Zoom-out buttons increase and decrease the area that can be viewed in the
- Tactical Display panel.
- Deploy Unit or Formations Button
- Units and detachments can be moved individually or in formation. This control toggles between
- whole detachments and individual units for deployment purposes.
- Detachment Array Control
- This control adjusts the way a detachment is arrayed when deployed. Infantry units can be arrayed
- three or more ranks deep, depending on the placement of nearby units, two ranks deep, or in a
- single line. Vehicular detachments can be arrayed in columns of three, two, or a single line.
- Load / Unload Unit Button
- Left-clicking on this control selects the active infantry unit (not the whole detachment) for
- mounting on transports. The cursor changes to the Load Unit cursor; left-click on the transport
- the infantry is to mount, and they disappear inside. To unload a transport, select it by
- left-clicking on it and left-click on the Load/Unload Unit button. The passenger appears behind
- the transport. Note: None of the vehicles in the tutorial can carry passengers.
- Codex Encyclopedia Button
- The Imperial Codex encyclopedia entry for the active unit is displayed when this button is
- clicked. See the ìCodex Encyclopediaî section, starting on page @ for a complete description.
- Center Map on Unit Button
- This button centers the Tactical Display panel on the currently active unit. This is useful when
- the Tactical Display has been scrolled away from the active unit and you wish to return to its
- position quickly.
- Entrenchment Button
- This starts infantry units in entrenchments; entrenched infantry are harder to hit. Infantry
- units can entrench during the scenario by expending half of their movement points. Note: Some
- ground may be too hard for entrenchments.
- Done Button
- Left-clicking on the Checkmark button ends the deployment phase and signals that you are ready to
- begin the scenario.
- Inspect Your Forces
- Your forces are arrayed on the Tactical Display panel in no particular order. You have five units
- of Space Marine infantry, three Whirlwind missile-artillery carriers, and three Predator tanks.
- These units can be deployed anywhere to the left of the saw-toothed boundary of light and dark
- spaces. No enemy units are visible, but Imperial Intelligence has warned you that the Evil Sunz
- troopers may be in some of the buildings.
- Imperial Codex Encyclopedia
- Before you actually move a unit, however, it might be useful to inspect your troops and identify
- their roles, as well as looking at those of the enemy. Left-click on the Encyclopedia button to
- view the entry for the active unit, or right-click over a unit to see its entry.
- Briefing Panel
- The Briefing panel displays basic information such as the unit typeís name, primary role and any
- options which might apply.
- Equipment List
- The Equipment list shows important information about the unit including:Move The unit's move rating.
- Close Assault The unitís close assault value.
- Armor Armor values for front, sides, and rear are listed.
- Cost The unitís cost in points.
- Weapons The unitís array of weapons are listed, with each weaponís statistics: Rng. for range,
- Pen. for penetration, and Hit for the unitís chance to hit before any penalty is assessed.
- See the Appendix @ ìUnit Vehicle Tablesî starting on page @ and "Unit Infantry Tables on page @
- for more information.
- Unit Type List
- The entries on this part of the Codex can be viewed by scrolling up and down the list with the
- scroll bar on the right side. Left-clicking on a panel displays the entry for that unit.
- Unit Class Buttons
- There are four unit class buttons: Infantry, Vehicles, Titans and Gargants, and Aircraft.
- Changing from one unit class to another changes what the list displays.
- Screen Icon Preview
- Shows the Tactical Display icon for each unit selected in the unit type list.
- Other Controls
- These buttons allow the choice of viewing Imperial or Ork units, background material on the
- Warhammer 40,000 universe or credits for Epic 40,000: Final Liberation, Eldar, Chaos and
- Tyranid background information as well as the Checkmark button which is used to Exit this screen.
- Deploy Your Forces
- The active unit is indicated with four red arrow icons pointing at the four sides of the screen.
- If you play a multiplayer game later, these icons represent the active unit of each side. Orks
- are green.
- When you move the cursor into an area where deployment is forbidden, it changes from four inward
- pointing arrows to crossed swords with red tips. Moving the cursor back into the deployment area
- causes it to return to normal. The normal cursor also has three green dots on the lower right
- side. This tells you that you are moving the active detachment of troops ìin formation,î or all
- at once.
- Right now, your Space Marines are the active unit. Left-click near the edge of the deployment
- area. Notice how the detachments bunch together. This makes it easy to tell which units you are
- manipulating when you want to change deployment. Move the mouse cursor to the Unit Roster panel.
- Double-click on a panel where it reads Detachment 1 Space Marines, or press the Enter key with
- the cursor over the panel, to switch to the Detachment Roster. Now move back and select another
- unit.
- Notice that when the Detachment Roster is open, the cursor changes to four green arrows without
- the three dots.
- Select each of the Space Marine detachments and move them as close to the edge of the deployment
- zone as possible. Spread them apart by one or more spaces to increase the area they can see and
- shoot into.
- Restore the Unit Roster by double-clicking on one of the three panels on the roster. Select one
- of the Whirlwinds and scroll up, or left-click on the Corner Map panel, on the hills in the
- upper-left corner of the Tactical Display. Adjust the display until you can see the edge. Deploy
- the Whirlwinds along the edge of the hills by left-clicking here. Once again, they are grouped
- together. Double-click on the Detachment 3 Whirlwind section of the Unit Roster to adjust their
- deployment. Deploy each unit atop the range of hills, then use the Facing Dial, or right-click in
- the panel, to turn each Whirlwind toward the village before deploying the next one.
- Finally, select one of the Predators, noticing how the Detachment Roster changes to list three
- Predators instead of the three Whirlwinds. Deploy the Predators behind the Space Marines ó they
- can pass through the ranks of infantry, but should be screened by the infantry when no enemies
- are in sight.
- It might help to zoom out, in order to see more of the Tactical Display.
- To end deployment, left-click on the Checkmark button in the lower right-hand corner.
- Before Your Turn One
- Scenario Interface Panel Features
- Adjust Speed
- The five bars between the Corner Map and the Score panel allow you to adjust game speed.
- Score Panel
- Next to the Zoom-In and Zoom-Out buttons is the score panel. The numbers displayed here are the
- current morale scores for both players, the Imperial player is on the left, the Ork player is on
- the right. These scores are displayed over the Roster panel in between turns as well. They are a
- relative measure of your level of success in a scenario. If a player reaches zero, they are
- defeated.
- Rosters
- Notice that the Unit Roster has changed, and that there are several more buttons next to the
- Facing Dial now. The Unit Roster now displays only the active unit, but shows more information
- about it. An icon indicates the type of unit, next to the unitís name, for example, Space Marine,
- Imperial Guard, Predator, and so on. Below that are the number of moves the unit has, followed by
- the number of shots it can fire with its current movement points. Below that is a list of the
- weapons the unit carries. Some units, such as Space Marines only carry one kind of weapon, while
- vehicles, such as the Predator can have several weapon systems. If there is more than one kind of
- weapon, the active weapon is in gold, while secondary weapons are in silver. Infantry units also
- display the number troopers at the bottom of the panel, for example a Space Marine unit would
- show 5/5 team members on turn one.
- As the scenario proceeds, one other piece of information appears at the bottom of this panel;
- any suppression the unit accumulates as a result of combat is displayed here.
- Fire Button
- The Fire button causes the active unit to fire at its current target. Sometimes this easier than
- scrolling to the targetís location. It works particularly well when used with the Next Target
- button.
- Next Target Button
- This button selects as a target the visible enemy squad or vehicle in the order they appear on
- the enemy roster. The Tactical Display jumps to the selected unit and a targeting icon appears
- over the enemy unit. You can cycle through all available targets by left-clicking more than once.
- Load / Unload Unit Button
- The Load/Unload unit command operates essentially the same as it does in deployment mode, except
- that during a turn, loading costs one point, as does unloading. The infantry must be adjacent to
- the vehicle to load. A unit which loads has movement left depending on how far the transport
- moved. A unit that has shots at the turn's start has at least one shot left after unloading.
- Entrenchment Button
- The Entrench unit command operates essentially the same as in deployment mode, except that during
- a turn, digging in an infantry unit costs half of a detachment's movement points. Leaving an
- entrenched position is free.
- Game Options Button
- This opens the Options menu. The three slider controls on the left control the volume of the
- music, weapon sound effects, and vehicle sound effects. The two toggle switches enable or disable
- cinematics and grid overlay. Left-clicking on the upper computer icon on the right side opens the
- Save Game menu, the lower icon opens the Load Game menu. Left-clicking on the Checkmark button
- returns to the Tactical Display. The Fast AI/Watch AI toggle skips or shows AI units in motion.
- Undo Button
- The Undo button restores a unit to the starting position for its last impulse of movement unless
- it was fired upon or revealed a previously hidden enemy unit.
- Air Strike Button
- Calls in your air power from off-map to attack at designated locations. Anytime you move one of
- your ground-based detachments you can press this button to activate any off-map air units you
- purchased for the battle. They appear on your edge of the map. Note: Air strikes can only be
- performed by Imperial Marauder and Ork Fighta-Bommerz aircraft you have purchased. There are no
- aircraft in this DEMO.
- Codex Encyclopedia Button
- This works identically to the Codex control in deployment mode, except that you can also
- right-click on units to call up their Codex entry.
- Normal View Button
- This button cycles through several optional for overlays on the Tactical Display appears when a
- unit is selected. The default setting is no overlay. This shows all terrain in normal view when
- this button icon is visible.
- Field of Movement Button
- The first option is Show field of movement. This displays the active unitís possible range of
- movement, when this button icon is visible, as an overlay of darker squares on the normal terrain.
- Field of Fire Button
- The second setting is Show field of fire. This setting darkens all squares except those that can
- be fired into by the active unit when this button icon is visible. In other words, squares that
- cannot be fired at become darker, and squares that can be shot at become lighter. The only
- exception to this are artillery units. Even though artillery units may not appear to have line of
- sight on an enemy unit, they attack by indirect fire and can usually attack whatever is within
- range.
- Make Buildings Translucent Button
- This control toggles building walls as translucent or opaque, to make acquiring **visible** units
- in buildings easier. Units hidden in buildings do not become visible when the walls become
- transparent until they are in line-of-sight of a friendly unit.
- Move Units in Formation / Move Units by Detachment
- Units can be moved either individually, or by detachment. The cursors for each mode are:
- This cursor is used to move individual units and vehicles.
- This cursor is used to move entire detachments.
- Center Map on Unit Button
- This control centers the map on the active detachment or vehicle.
- Mark Unit Done Button
- This control is to indicate that a vehicle or detachment has finished its movement, even though
- it still has movement points remaining, and removes it from the cycle for the rest of the turn
- for purposes of the Cycle to Next Unit Button. Left-clicking directly on the unit permits the
- vehicle or detachment to move or fire if it still has those choices available, but clicking on
- the Cycle to Next Unit Button does not activate it.
- Cycle to Next Unit Button
- Proceeds through the roster to each vehicle or detachment that still has movement points or can
- shoot, and that has not been marked with the previous control.
-
- Full Screen / Interface Panel Mode Button
- This button toggles the width of the Tactical Display between the default showing the Interface
- panel on the right and filling the screen.
- End Current Phase
- The Checkmark button signals that you have completed your turn, and starts the next player's or
- the AI's turn.
- Your Turn One
- If you have deployed as suggested, your Whirlwinds overlook Hothgar's Stance, while your
- Predators and infantry are arrayed in a skirmish line along their deployment boundary.
- Approach the village carefully, the Evil Sunz troopers could be anywhere, and satellite tracking
- has lost contact with the Ork vehicles. Move your Space Marines in first, and use them to screen
- the Predators. The Whirlwinds are artillery which can hit anything that can be seen, so leave
- them at the edge of the village to provide support. Use the Predators to deal with the
- Battlewagons when they appear.
- The village has a road running up the middle, and several ruined and abandoned buildings on
- either side of the road. In the center of town and at the northern edge of town are two Victory
- Objective icons. The icon in the town square is unclaimed, it has the Imperial signet on one side
- and the Ork totem on the other. Unclaimed Victory Objectives appear on the Corner Map as white
- dots.
- Victory Objectives count for points: objectives held by the enemy subtract 25 points per turn
- from your victory total. Your forces need to survive the fight as well. Remember, you can always
- claim Victory Objectives after you have defeated the enemy, but you only have one turn.
- Screen with Infantry
- Select one of the infantry units near the middle of your line; the blue "ready" icon appears at
- their feet and the cursor changes to the movement cursor. Left-click on the Show Field of
- Movement overlay button and a dark area appears where the infantry unit can move. Advance them
- forward until they have used four movement points, using the Undo button if you move them too far.
- Remember that the Undo command only works until a unit reveals a hidden unit, once this happens
- the unit cannot take that move back.
- Your infantry is going to come under fire from Evil Sunz warriors hidden in the buildings. You
- can return fire with your Space Marines, or use the Whirlwinds to suppress the Evil Sunz with
- artillery fire. The smartest course is to use a combination of both. Hit the Evil Sunz with a
- round of artillery, then clean them up with bolter fire.
- Shooting
- Fire at visible Ork units by moving the cursor over them; the cursor changes to a "green reticle"
- firing cursor over units that are eligible targets. Units that are out of range or blocked by
- line of sight show the same green reticle cursor with a red X across it. When the firing cursor
- is visible left-click to fire. Units able to fire more than once can do so by left-clicking on
- the target unit until the cursor changes to a large red X.
- Suppression
- If you do not have a Space Marine unit selected, left-click on one, preferably one that has taken
- casualties. Notice that there is now a line in the roster panel which reads x% Suppression. Each
- time a unit suffers a combat result, or has a unit of its detachment destroyed, it gains
- suppression. When the suppression level is high enough, self-preservation takes over and even
- elite troops such as Space Marines attempt to break off from combat. Units whose suppression
- level is over 25% check their morale at the end of their turn, and rout if they fail this test.
- The presence of characters such as Imperial Commissars, Gargant or Titan units, provide a 50%
- bonus to the morale test for units within ten tiles.
- Since you are commanding a scout detachment, there are no characters in this force, so any
- suppression your units absorb can only wear off with time and distance. Try to avoid taking too
- many casualties; if all of your companies are destroyed or are in retreat, you could lose the
- scenario.
- Continue the Advance
- Move the rest of your infantry toward the village, responding to any ambushes by Evil Sunz
- warriors with a combination of missile artillery from the Whirlwinds and bolter fire from the
- Space Marines. Do not waste artillery fire on the Battlewagons, since there is very little chance
- of destroying them because the missiles' Penetration value is too low.
- Save your Predators until the end of the turn, and advance them carefully, using the buildings
- for cover without getting too close ó infantry can take out vehicles by close assault if they can
- get close enough. Before moving them, left-click on the Overlay button again to switch to Show
- Field of Fire so that as the tanks advance you know what they can see. If they come under fire or
- happen to get line-of-sight on a Battlewagon, open fire! Otherwise, advance them carefully,
- leaving movement points for them to use for opportunity fire. Move one of the Predators toward
- the road coming out of the village, but not into the open this turn. Next turn, it can move out
- onto the road and maybe catch a Battlewagon in its side armor.
- You can tell if a unit has movement points or fire capability left by looking at the Unit Roster
- panel where the remaining movement and shots are displayed next to the unit icon.
- Facing the Enemy
- The last step before ending your turn is to use the facing dial or the right mouse button to
- adjust each vehicle's facing toward the enemy. This means that any attacks made are against the
- heaviest armor that the vehicle has. Whenever possible, make attacks against the side or rear of
- enemy vehicles, since their armor is weakest there.
- Saving Your Game
- Before ending your first turn, you should save your game. Left-click on the Game Options button
- to open the Options menu. Left-click on the upper button next to the floppy-disk icon to open the
- Save Game menu. There is a text entry field across the top of the menu, slots for saved games,
- and the active slot is highlighted in red. Move the cursor to the text field and enter a
- description of the saved game. When you have typed in your description, pressing Enter or
- left-clicking on the Save Game button at the lower left saves the game. Left-clicking on the X
- icon button exits the menu and returns you to the Options menu.
- Left-click on the Checkmark button to start the AI's first turn.
- Ork Turn One
- The Ork Battlewagons and Evil Sunz infantry should come pouring out of Hothgar's Stance in
- response to your advance. If you have been very lucky on your first turn, they may already have
- high levels of suppression from having watched several units of their fellows get shot up by your
- Space Marines and Whirlwind missile artillery. Your infantry is likely to come under heavy fire
- this turn, and it should not surprise you that one or more detachments suffers heavy casualties.
- If the Orks are lucky and destroy one of your Predators, you could be in trouble, but no one ever
- said war was easy!
- Opportunity Fire
- Any of your units that did not fire, or did not use up their full movement allotment last turn,
- are capable of engaging in opportunity fire if an enemy unit moves through their line of sight.
- Opportunity fire is the best way to attack the Battlewagons, as they come out of the village
- after you.
- Your Turn Two
- On turn two, your Whirlwind units, along with the remaining Space Marines, should continue to
- concentrate on the Evil Sunz infantry squads. Continue to have the Space Marines advance on the
- village, screening the Predators where possible, and responding to Evil Sunz bolter fire with
- their own bolters. If one of your Whirlwinds has no infantry target to fire at, try destroying a
- building or two; artillery fire can suppress or kill units in buildings by destroying the
- building they are in, even if there is no line of sight.
- The Predator at the south end of the village should be able to move out on the road and get a
- shot at one of the Battlewagons. If you can kill one without using up all of the tank's movement
- points, it might be wise to get back under cover.
- Rallying
- If any of your infantry suffered suppression on turn one, find that unit and select it. Notice
- that the level of suppression has declined. Units attempt to rally at the end of every turn, and
- their suppression is reduced each time they are able to rally.
- Using the Next Target and Fire Buttons
- As each unit is selected, left-click on the Cycle to Next Target button. The view on the Tactical
- Display centers on the targeted unit, if one is available as a target, and a red "targeted" icon
- flashes over the unit momentarily. If you left-click on the Fire at current target button, your
- active unit fires at the targeted unit. This can speed up combat by eliminating having to scroll
- around the screen, looking for targets. Note: This does not differentiate targets a unit can
- affect from those it cannot, so your Whirlwinds or your infantry can target a Battlewagon,
- even though there is little chance they can damage it.
- Navigating on the Tactical Display
- When using the Cycle to Next Target and Fire at current target buttons the Tactical Display can
- scroll across the entire map. Use the Center map on current unit to return to the location of the
- active unit.
- The Zoom-In and Zoom-Out buttons and the Full Screen Mode toggle can make moving around on the
- screen easier as well.
- Ending Turn Two
- Your Predators should have engaged one or more Battlewagons, some of your infantry should be
- among the buildings by now, and your Whirlwinds should have pounded the Evil Sunz positions.
- Face your units toward the enemy if they ended facing away, and left-click to end your turn.
- Ork Turn Two
- By now, the Orks should have suffered some casualties. You can get a rough idea of who is
- winning by looking at the victory point totals on the Interface panel while the AI is planning
- its turn.
- If the Evil Sunz infantry is not dead or fled, they may continue to shoot it out with your
- infantry, as the Battlewagons engage your Predators, infantry, or Whirlwinds, depending on what
- they can see.
- If the Emperor has smiled upon you, they may be routing. In which case the fight should end next
- turn as you mop them up.
- Your Turn Three
- If any of the buildings which contained Ork infantry on turn one are still standing, bring them
- down with artillery fire this turn. The Predators should make it to the road in the town's center
- this turn. They should have enough shots to finish off any Battlewagon foolish or unlucky enough
- to come before their guns. The infantry should bring up the rear.
- This should be the turn of decision, either because your troops hunt down the last remnants of
- the Ork force, or they are in full flight, ready to be chased down on turn four.
- After the Battle
- When the last Ork unit has been destroyed, a pop-up dialog box appears to notify you of your
- victory. This is the same dialog you would see if they had vanquished you. After you click on the
- Checkmark button, you may review the battlefield before the casualty screen appears showing you
- the units lost on your side as a result of the battle. If this were a campaign game, the next
- step would be to choose the next area to attack. Left-click on the Right-Arrow button to finish
- the DEMO and return to the Selection screen.