War of the Lance manual
- War of the Lance
- manual
War of the Lance
Table of Contents
-----------------
INTRODUCTION...........................1
OBJECTIVE..............................1
GETTING STARTED........................1
APPLE INSTRUCTIONS.....................2
COMMODORE 64/128 INSTRUCTIONS..........2
SETTING UP THE GAME....................2
GAME PLAY..............................3
MESSAGE................................3
QUEST PHASE............................3
CHAMPION STATUS........................5
REINFORCEMENTS/REPLACEMENTS PHASE......5
SUBVERSION PHASE.......................6
DIPLOMATIC PHASE.......................6
COUNTRY STATUS.........................8
VICTORY PHASE..........................8
INITIATIVE PHASE.......................8
RECOVER PHASE..........................8
MOVEMENT PHASE.........................8
COMBAT PHASE..........................14
APPENDIX..............................18
INTRODUCTION
============
Welcome to SSI's ADVANCED DUNGEONS AND DRAGONS computer product, War
of the Lance, a DRAGONLANCE strategic fantasy wargame. The War of the
Lance has its origins in the great cataclysm, where the empires of old
were shattered, and dragons were banished for more than a millennium.
During these years the nations have grown lax. Those who were once
allies have fallen to petty bickering and politicking amongst
themselves. But now, Takhisis, the Queen of Darkness, has brought
evil dragons back from exile, and entered into an unnatural union with
the vile Highlord alliance of Neraka. Highlord dragonarmies with
their evil Draconian soldiers cast covetous eyes at all of Ansalon.
With each new dawn their power and greed cast shadows further across
the lands of man, elf, dwarf, and kender. Diplomats travel to forge
treaties and add to the might of Highlord legions. Those not swayed
by reason are persuaded by force. One day soon dragonarmies will pour
forth form their strongholds in the Khalkis Mountains to sweep the
land clean of all who dare oppose...
The sound of war drums and marching soldiers echoes across the land.
Highlord has the initiative and many flock to their banner in hopes of
quick victory and and riches. The forces of Whitestone are slow to
see the threat and scramble to overcome the first, crushing onslaught
of the evil armies. Can they pull the isolated lands together in a
Whitestone alliance, before the dragonarmies swoop down from Neraka?
Will the dragonarmies of Highlord defeat the mustering Whitestone
forces before they form a strong alliance and uncover the secrets of
ancient magic that will let them counter the evil dragons?
The guantlet is dropped. Are you, my lord commander, prepared for the
challenge?
OBJECTIVE
=========
War of the Lance is a one or two player game, allowing you to choose
sides against another human player or to command Whitestone (the
forces of good) against the computer. The full campaign lasts for 6
game years (30 turns). Players may engage in battles to conquer enemy
countries or attempt to gain alliances by sending diplomats. While
players control their armies, brave champions quest for magic that
will make your armies more powerful. You may send wounded champions
to seek aid, attempt daring prison breaks for captured champions or
send troops to hinder enemy quests.
War of the Lance may be won in two different ways. A player may win
strictly on points. Points are gained by making alliances, conquering
nations and destroying enemy troops. The other way to win is for one
side to destroy the central nation(s) of the other. The Whitestone
player will automatically win if he can capture the capital of Neraka
and the tower to the northwest. Likewise the Highlord player will win
an immediate victory if the can conquer the four Knight countries
(Solanthus, Caergoth, Gunthar, and Northern Ergoth) plus the Clerist
Tower near Planthus.
GETTING STARTED
===============
You should make a copy of your War of the Lance game disk for your own
use.
To make backups consult your computer/disk drive manual or use any
commercial bit copier. To load the program on your computer, use the
following instructions or consult the Data Card that came with your
game.,
War of the Lance has no copy protection on the disk, but to make sure
you have a legitimate copy of the game there is a verification
questions that requires you to give information from this manual.
APPLE INSTRUCTIONS:
===================
Loading:
--------
Step 1: To start the game insert your copy of the game disk, label
side up, in Drive #1 and turn on the machine. The game will boot
automatically.
Step 2: Answer the verification question with the requested
information from this manual.
Step 3: Select the number corresponding to your machine configuration
from the list on the screen.
Step 4: Select NEW or SAVED game.
Keyboard:
---------
To move the cursor use either the cursor controls or the following
keys:
U I O 7 8 9
J K 4 6
N M , 1 2 3
When instructed to select something press the bar.
COMMODORE 64/128 INSTRUCTIONS
=============================
Loading:
--------
Step 1: To start the game plug the joystick into port #2 and insert
your copy of the game disk in the disk drive and type: LOAD "*",8
Step 2: Hit the RETURN key and when the screen says READY, type: RUN
Step 3: Answer the verification question with the requested
information from this manual.
Step 4: Select the number corresponding to your machine configuration
from the list on the screen.
Step 5: Select NEW or SAVED game.
Joystick and Keyboard:
----------------------
To move the cursor use the joystick, cursor keys or the following
keys:
U I O
J K
N M ,
When instructed to select something press the joystick fire button or
hit the bar.
Saving Games:
-------------
You may save the game to a seperate disk on either machine at any time
during the Movement Phase. When you select the SAVE option a menu
will come up that will allow you to format save disks, catalog disks,
save games, and erase old games.
SETTING UP THE GAME
===================
After the verificatio question, system setup, andtitle screens, you
will come to an opening menu with the following options:
OPENING MENU
A) HIGHLORD HUMAN COMPUTER
B) GAME SELECTION SCENARIO CAMPAIGN
C) LEVEL OF PLAY 1 2 3 4 5
D) STRENGTH-HL 1 2 3 4 5
E) STRENGTH-WS 1 2 3 4 5
F) REPLACEMENTS-HL 1 2 3 4 5
G) REPLACEMENTS-WS 1 2 3 4 5
H) ALLIANCE LEVEL 1 2 3 4 5
I) PLAY GAME
A) Select human or computer player foe Highlord. If you select a
computer opponent it is best to select the SCENARIO game option, as
both sides will start with allies and troops.
B) The CAMPAIGN game starts at the very beginning of the War of the
Lance with only Neraka allied to Highlord, and Whitestone having no
allies. The SCENARIO option begins further into the war and both
sides have allies and several nations have already been conquered
by Highlord.
C) This option weights the combat effectiveness of each army in favor
of one player or the other. A value of 1 is a major Whitestone
advantage, a value of 5 favors Highlord, 3 is balanced for each
player.
D-E) These options affect what percentage of full strength each
player's units start at. 1=60%, 2=80%, 3=100%, 4=120%, 5=120%
F-G) These options adjust the number of replacements for lost units
each player will receive (see Replacement Phase).
H) This option adjusts alliance percentage for neutral countries, The
higher the number, the higher the probability of alliance (see
Alliance Section).
GAME PLAY:
==========
Each game turn consists of the following phases:
Message
Highlord Quest Phase
Highlord Champion Phase
Highlord Reinforcements/Replacements
Highlord Subversion Phase
Highlord Diplomatic Phase
Whitestone Quest Phase
Whitestone Champion Phase
Whitestone Reinforcements/Replacements
Whitestone Subversion Phase
Whitestone Diplomatic Phase
Country Status
Victory Display
Initiative Phase
Recovery Phase
Player 1 Movement Phase
Player 1 Combat Phase
Player 2 Movement Phase
Player 2 Combat Phase
MESSAGE:
========
The first message screen will list any nations conquered on the
previous turn. The second message screen gives both players
information about the war, results from the quests (see Quest Phase),
and notification of any magic treasures found.
QUEST PHASE
===========
As Highlord and Whitestone vie for political alliances and military
victories, brave champions for both sides quest for powerful magic
artifacts that will help turn the tide in their favor. Quests are
dangerous undertakings with potential for both glory and death.
Your champions are automatically on a quest. In this phase you are
notified if any of your quest party have been detected by enemy troops
or if nay are wounded, captured, or killed. You may decide whether to
rescue captured champions, rest the wounded and so on. The following
menus explain all of your options:
If a member of the quest is injured the following menu bar will
appear:
REST PARTY WITHDRAW SEEK AID
Rest Party: The whole party will continue the quest at a slower pace
until the wounded champion has recovered. This will
cause a large delaying the completion of the mission.
Withdraw: Remove wounded member from the quest. This will cause a
small delay in the quest, and the wounded champion will
recover at a fair rate.
Seek Aid: The wounded champion will leave the quest to seek
medical aid. The quest will suffer a small delay, but
the champion will recover quickly. Champions seeking aid
risk the danger of being captured or killed if they are
detected by the enemy.
If a champion is still wounded and not currently on a quest, the
following menu will appear:
REST SEEK AID REJOIN
Rest: The wounded champion will continue to rest and not
rejoin the quest.
Seek Aid: Seek medical aid for the wounded party member. The
wound will heal quickly, but the champion risks
discovery and capture or death.
Rejoin: Return wounded champion to quest. The champion will
recover very slowly and may die if injured again.
If a champion is captured by the enemy, the following menu will
appear:
ESCAPE REMAIN RESCUE
Escape: The captured champion may attempt to escape. Champions
risk failure, wounding or even death in escape attempts.
Remain: Leave the champion in prison for the present.
Rescue: Divert the quest party to attempt a rescue. Any member
of the rescuing party may be captured, wounded or
killed. Rescues delay the completion of the quest.
Whenever a champion is healed or rescued, he will automatically rejoin
the quest. When champions are removed from the quest, through
capture, wounding or death, progress is slowed.
MAGIC ITEMS:
------------
The treasures your champions seek are varied and powerful. Some
artifacts are one of a kind, some are required to make others, some
aren't really even magic.
Gnomish Technology: The gnomish machines, such as catapults,
ballistas, and other engines of war, are a mixed blessing. Sometimes
they will double combat effectiveness for a stack of units that have
been outfitted with them. Sometimes, however, they will backfire and
halve combat strength. Only Whitestone will receive gnomish
technology.
Dragon Orbs: These artifacts have the power to turn enemy dragons
from a battle. The effect is somewhat random, and on occasion they
will drive friendly dragons from the field too. both sides can get
orbs.
Medallion of Faith: The armies of good may receive a number of these
holy relics. The medallions will inspire all friendly units and
increase their combat strength.
Minotaur Banner: Only units from the Minotaur nations (Mithas and
Kothas) will receive these. The banners will inspire and strengthen
all friendly units in a battle. Either side may ally with the
Minotaur nations and receive banners. Banners may not be transferred.
Dragon Lord Armor: The Nerakan units (mercenary units, leaders, and
Draconians) may receive this eldritch armor. The armor helps to
protect units from damage, and decreases the effect of enemy dragon
attacks. Armor is automatically issued to all appropriate units and
may not be transferred.
Solamnic Knight Armor: These are the most potent of all magic
artifacts and may only be made by Whitestone. The lances will double
combat strength of friendly units, negate the special combat bonus of
enemy dragons, and may kill enemy dragon troops. However, several
other items must be found first:
The Silver Arm of Ergoth: The arm was created by good dragons, men,
elves, and dwarves during the first dragon war, and is necessary for
the creation of dragonlances.
The Hammer of Kharas: The hammer is a mighty magical artifact that
once belonged to the great dwarven champion, Kharas, and is required
to properly forge dragonlances.
Pure Dragon Metal: The smelting process to produce these ingots has
been forgotten for many ages. Only this metal will produce a
dragonlance that shall strike true.
In the movement phase section you will find directions for
transferring items from one unit to another. Items required to make
dragonlances will not e issued to units. These items are found and
delivered to the smiths that will produce the lances for Whitestone
troops.
CHAMPION STATUS:
The champion status screen will list all of your champions and whether
they are wounded, captured or killed, and if they are on the quest
currently. The number to the right of the champion's name is that
champion's quality rating. The higher the number the better the
champion. Higher quality champions have more impact on the quest, and
have a greater chance of escaping if captured.
REINFORCEMENTS/REPLACEMENT PHASE:
=================================
Reinforcements:
---------------
Reinforcements are units not associated wilt particular nations that
will flock to the banners of each alliance. The following is a list
of the units that may become activated in this phase and a description
of each:
Draconians: These inhuman, part dragon, warriors are the product of
evil spells performed upon the eggs of good dragons. As long as there
is room in or around Neraka capital, Highlord will receive 19 units of
Draconian reinforcements (one per turn). Draconian units receive
replacements.
Wizards: Wizards will join both armies. They have the ability to
travel fantastic distances each turn, and boost all friendly units a
great deal in their combat strength.
Soth Infantry: As part of his unholy alliance with Highlord, Lord
Soth will give 2 units of fierce zombie warriors. These units will
receive no replacements.
Clerist Tower Knights: The Solamnic Knights in the Clerist Tower near
Palanthus will join Whitestone as soon as one of the Knight countries
ally. These units receive no replacements.
Citadels: Citadels are flying fortress cities that join Highlord late
in the game. Citadels may only e attacked by flying units (dragons,
griffons, and pegasi). They may carry up to 3 infantry or cavalry
plus leaders and wizards for a total of 10 units.
Good Dragons: After being banished from Ansolon for more than a
thousand years, these dragons will return to fight for the forces of
good after they have heard the fate of their precious eggs- if
Whitestone can survive long enough.
When you get reinforcements, you will see where they enter on the map.
Replacements:
-------------
After reinforcements, infantry, cavalry, and fleet units will receive
a small number of replacements. Only Draconians and units from
allied, nonconquered, countries will receive replacements. The number
of replacements is somewhat random, and units in cities, ports, forts,
and towers will receive a higher number of replacements.
SUBVERSION PHASE:
=================
As both sides quest for magic, so do the adversaries strive to slow
one another. In this phase troops may e allocated to interfere with
the enemy quest. You will see a screen showing all of the units you
currently have on patrol to subvert the enemy quest. You may add more
units to patrol, or remove them to e used for battle and conquest.
Only units from allied nations may be put on subversion duty (no
wizards, Soth infantry, etc), and more than 5 or 6 units will not add
to the effectiveness of the effort. The following menu controls all
of your options:
ADD REMOVE MAP EXIT
Add: Select a unit to add to subversion duty. This option
will take you to another menu that will allow you to get
a unit from the map.
Remove: Return a unit to normal duty. Units removed from
subversion duty may only return to a city, port city,
fortress or tower in their home nation. After selecting
this option, move the cursor to the desired unit and
select it from the subversion screen.
Map: Go to the map.
Exit: Exit subversion phase.
After selecting ADD, you will go to the map and the following menu
will appear:
CURSOR GET EXIT
Cursor: Move the cursor around the map.
Get: Get a unit from the square the cursor is now on. If
there is more than one unit in the square, you will be
able to select the one you want.
Exit: Return to previous menu.
After you GET a unit, the following menu will appear:
ADD EXIT
Add: Add the selected unit to suervsion patrol.
Exit: Return to the Subversion Phase menu.
If you select REMOVE, you will go to the map and the following menu
will appear:
CURSOR PLACE EXIT
Cursor: Move the cursor around the map.
Place: Return the unit to the square under the cursor.
Exit: Return to previous menu.
DIPLOMATIC PHASE:
=================
Skill in the art of war will get you only so far, in the phase you
must send forth your diplomats to forge treaties and gain the allies
that will swell the numbers of your armies.
Alliance:
---------
The first part of the diplomatic phase is alliance. On the alliance
screen you will see a list of neutral nations, each of which will be
followed by numbers and a letter like this:
GUNTHAR 1 M 18
The first number is the allegiance of the nation. These numbers go
from 1 to 9. Whitestone aligned nations have low numbers. The
nations in the middle may e swayed to either side by your diplomats.
The letter following the number (Low, Medium, High) is the alliance
level. The alliance level tells you a little more about how that
nation feels about alliance with your side. An L alliance is not as
good as an M which in turn is less than an H in any given alliance
range. The last column of numbers is the total number of diplomat
rating points you have sent to that country. To select a country and
attempt alliance use the menu ar on the bottom of the screen:
COUNTRY ALLY MAP EXIT
Country: This allows you to select a neutral country for an
alliance attempt.
Ally: Attempt to create an alliance with the selected country.
When you successfully ally with a nation, all of it's
troops are at your disposal. If you are successful you
will e allowed to deploy the troops of your new ally
(see Deploying Units).
Map: Allows you to move around the map.
Exit: Go to the diplomatic menu.
Negotiating and Declaration of War:
-----------------------------------
After attempting to ally with a nation it is time to send diplomats to
the capitals of neutral nations. The diplomats screen shows a list of
neutral nations, their allegiance and alliance levels, and the total
number of diplomat rating points assigned to that nation. Also on
this screen your current diplomat is displayed above the menu bar.
The computer will also display a number of diplomats that are not
currently on missions. These diplomats are either newly acquired
allies, or are assigned to a nation that is now allied.
You receive two diplomats from each nation allied to you, and each
diplomat has a rating. Diplomats are more effective in swaying
neutral nations (those with an allegiance of 4,5, or 6). You may
assign more than one diplomat to help speed negotiations, but only 25
diplomat rating points can e assigned to a negotiation (too many cooks
spoil the soup). As allegiance goes from one extreme to the other,
the diplomats become less persuasive.
From the diplomats screen, the Highlord player only also has the
option to declare war on one nation per turn. Remember that you
cannot move troops into or through a neutral nation. When Highlord
declares war, the nation may either automatically ally with Whitestone
or decide to go with Highlord, depending on allegiance and a random
'die roll.' By declaring war, the Highlord player may gain many
allies early in the game, but sometimes it will backfire. Sometime
countries with strong Highlord allegiance will side with Whitestone in
the face of a war declaration. Also, as the game progresses, and the
influence of the Highlord spreads, more and more of the unallied
nations will shift towards the Whitestone alliance.
The menu bar at the bottom of the screen controls all of your
diplomatic options:
COUNTRY DIPLOMAT TRANSFER MAP EXIT WAR
Country: This allows you to select a country for diplomat
transfer or war declaration.
Diplomat: Cycle through the available diplomats and select the one
you wish to transfer.
Transfer: Send the selected diplomat to the selected country.
Map: Go to the map.
Exit: Exit the Diplomatic Phase.
War: (Highlord only) Declare war on the selected country.
The selected country will automatically ally with
Highlord or Whitestone. The allied side may immediately
deploy that nation's units (see Deploying Units).
Deploying units:
----------------
When a country first becomes you ally, you may deploy it's units
anywhere within the nation's borders. The game will go to the map
screen, place all units in their starting positions, and then display
this menu:
MOVE UNIT EXIT
Move Unit: Allows you to deploy units. The map cursor will
highlight the current unit's position, and a summary
will be displayed. Move the unit to it's new location,
and select that square. After moving a unit you will
return to the move unit menu. Selecting MOVE UNIT again
will go to the next unit. Selecting unit's starting
position will allow you to go to the next unit without
moving the first.
Exit: Returns you to the previous screen.
The fleets deployed at Maelstrom are automatically deployed and cannot
be moved until the player's movement phase.
COUNTRY STATUS
==============
This screen is a summary of the nations, and shows all allied,
conquered and neutral countries.
VICTORY PHASE
=============
The victory screen shows a summary of the overall forces for both
players, with the total killed or captured and remaining troops of
each unit type. This screen also shows the turn date, current score
and victory status. Points are gained for every enemy champion
captured or killed, troop killed, successful conquest and alliance.
The point values for each type unit are displayed in the column to the
right of the unit names. Highlord victory points are negative, while
Whitestone points are positive, so a net score of zero is a tie.
INITIATIVE PHASE
================
The program will determine which army has initiative. The side with
initiative gets the first movement and combat phases, and receive 25%
bonus for the operation points for all units.
RECOVERY PHASE:
===============
During this phase units get all of their operation points back and
recover some of the fatigue they received during movement and combat
from the previous turn. The amount of recover is based on the number
of operation points left unused by the unit from the prior turn and
the following rules:
- Units recover slower if they continue to move, if they are in an enemy zone
of control and the further away they are from their home capital.
- Units from nations with fleets are less affected by distance from home.
- Units do not recover fatigue points during winter months.
- Units recover at a faster rate if they are in a city, port city, fortress,
tower or dwarven fort.
- Units receive a 4% combat strength loss per fatigue point, and a 20%
reduction if they enter combat with 0 operation points.
MOVEMENT PHASE:
===============
During the movement phase you may move troops, load and unload
transport units (fleets, pegasi, griffons, and citadels), and
designate combat. There are several menus and displays to guide you
through all the options.
Movement Menus:
---------------
The following menus control all actions during the movement phase:
CURSOR GET RECON LAST QUAD MAP MENU
Cursor: Move the cursor around the map.
Get: Select a unit from the current cursor square.
Recon: Determine the approximate enemy strength in the cursor
square.
Last: Return the cursor to the last square a unit was selected
in.
Quad: Center the cursor in selected quadrant of the map.
Map: Switch between tactical and strategic maps.
Menu: Go to the next menu.
If you select MENU from the cursor menu this will appear:
COMBAT SAVE MENU DELAY(#) JOY/KEY
Combat: Go to the combat phase.
Save: Save the game in progress to another disk.
Menu: Go to the previous menu.
Delay(#): Change the game delay to speed up or slow down response
time. The values cycle from 1 (fastest) to 9 (slowest).
Joy/Key: Change between joystick and keyboard input. This may
not be available on your system.
When you GET a unit the following menu will appear:
MOVE EXIT ATTACK NEXT ITEM (UN)LOAD PATROL
Move: Move the selected unit. After selecting this option,
move the cursor from square to square until the unit is
where you want it or has run out of operation points.
After moving a unit you may AUTO MOVE the other units in
the original stack or abort the move. The next menu
will describe AUTO MOVE. For information about movement
restrictions, look at the Movement Rules section.
Exit: Return to the cursor menu.
Attack: Designate an attack on an adjacent enemy unit. After
selecting this option, move the cursor to the enemy
square and select it. The attack menu will then come
up.
Next: This command will cycle through all of your units. It
is especially valuable to review the status of your
troops.
Item: Transfer a magic item from the current unit to another.
Transfers may be made between units up to 4 squares
apart. A menu will allow you to select and verify
target unit. Fleets, griffons, and pegasi cannot
transfer items.
(Un)Load: (Fleets, griffons, pegasi, and citadels only) This
allows you to load and unload units fro transport. See
(UN)LOAD menus for options descriptions.
Patrol: (Fleets only) Selecting this option toggles whether or
not you want the selected fleet to automatically engage
enemy fleets. If Patrol is set to yes, any time and
enemy fleet comes within 1 square, the enemy ships will
stop and your unit will attack them during the combat
phase. If enemy ships enter the Combat Phase within 4
squares of a fleet with patrol on, your ships will
automatically move and attack. Ships will patrol on may
pass by enemy ships which are not patrolling. See Naval
Combat section for details.
This menu will appear after a unit has moved:
EXIT ABORT ABORT 1 SQ AUTO MOVE
Exit: End movement for the current unit and return to move
menu.
Abort: Abort entire move back to the original square. Abort
will sometimes dock you unit 1 fatigue point when it is
used.
Abort 1 Sq: Move back one square.
Auto Move: Have the next unit in the original stack automatically
follow the unit that has just moved.
After selecting ATTACK the following menu will appear:
TARGET UNIT TARGET ALL NO ATTACK EXIT
Target Unit: Attack an adjacent, enemy square with all units in the
same square as the selected unit.
Target All: Attack an adjacent, enemy unit square with all units in
the same square as the selected unit.
No Attack: This will remove existing attack orders.
Exit: Return to the previous menu.
Selecting (UN)LOAD will display this menu for transport units:
DISPLAY UNITS LOAD UNLOAD EXIT
Display Units:Look at the troops currently loaded on the selected
transport.
Load: Go to the Load Menu.
Unload: Go to the Unload Menu.
Exit: Return to the previous menu.
LOAD UNIT? NO YES EXIT
Yes: Load the unit displayed above the menu bar. Except
fleets and citadels, all transport units only load
troops stacked in the same square.
No: Cycle to the next available unit.
Exit: Return to the previous menu.
UNLOAD UNIT EXIT NEXT SQUARE
Unload Unit: Unload the unit displayed above the menu bar.
Exit: Return to the previous menu.
Next Square: (Fleets and Citadels only) Cycle through all the legal
destination squares for unloading.
If you select ITEM to transfer an item between units, this menu will
appear:
TRANSFER TO UNIT? NO YES EXIT
No: Cycle to next available unit.
Yes: Transfer item to the unit displayed above the menu bar.
Exit: Return to the previous menu.
Stacking Limitations:
---------------------
Most terrain types have a limit of 2 for the number of infantry and/or
cavalry that may be stacked together. Also, you may stack 2 flying
units (together with infantry/cavalry) plus leaders and/or wizards for
a total of 10 units per square. In cities and port you may stack 3
infantry and/or cavalry.
Unit Summary:
-------------
When you select a unit to move, load/unload, etc, there will be a
summary above the menu bar that looks something like this:
NERAKA 1ST MERCENARY CAVALRY #200
QUALITY: 3 FATIGUE: 5 OP: 0 FORT: No
NO ATTACK ITEM: ARMOR
The first line of the summary gives the nationality, type, and the
number of troops in the unit.
The second line gives the quality (combat effectiveness rating from 1
to 7), fatigue level (ranging from 0 - rested to 24 - exhausted), and
the operations points remaining. For infantry and cavalry units this
line will indicate if a unit has had time to create defensive
fortifications in its square (see Combat Phase). If the unit is a
fleet then FORT information will be replaced with PATROL information
showing whether the fleet is currently on patrol or not.
The third line indicates whether or not the unit will attack during
the next combat phase, and whether or not the unit is carrying a magic
item (see Quest Section). Also, this line will indicate if a
transport is carrying other units.
Terrain Description:
--------------------
As you move the cursor or units around the map you will see a summary
line, describing the current cursor location, that looks like this:
FORREST (SILVANESTI)
Knowing the terrain type is important when planning movement or
battles. National borders are critical, as you may not move troops
through neutral countries.
Movement Rules:
---------------
A primary mission for you as commander, is effectively moving your
troops to accomplish your objectives. Moving units are restricted by
their number of Operations Points (OP), by terrain and by enemy Zones
of Control (ZOC). OP are the base number of squares a unit may move
during a turn. Moving through forrest and enemy ZOC's cost a unit
additional OP. ZOC's are the 8 squares surrounding a unit into which
it can attack. Fatigue is gained from movement or combat and is shown
on the unit summary. Units gain fatigue somewhat randomly during
movement.
The following is a summary of the rules and restrictions for movement:
- Units cannot move off the map.
- Units cannot move into a neutral country. A Neutral country is
one that is listed on the diplomatic or alliance screens, and is
currently unallied. Note that there are many areas of the map that
both armies may move through freely. These areas will not have a
country listed with the terrain description at the bottom of the
screen during cursor movement.
- Units cannot stack with enemy troops.
- Normal movement cost is 1 OP per square. Forrest squares cost 2
OP (except for eleven and kender units which cost 1 OP). Movement
for air units costs 1 OP for all terrain types.
- Moving from one enemy ZOC to another costs 3 OP in addition to
normal movement costs.
- The only ground units that may move through mountain squares are:
dwarf, ogre and wizards.
- No ground units may enter sea, coast, river, or swamp squares
(except wizards who may move through, but not end movement in
them. Also ground units may move across river squares if doing so
on a fleet).
- There are 3 basic types of units: Ground, Air, and Fleet. The
first type are limited to ground movment only.
- Air units move and attack from the air, but always end a movement
phase by landing.
- Transport units may load 1 large combat unit (infantry or cavalry)
and up to 9 additional leaders and/or wizards. Citadels are the
exception and may carry 3 large combat units plus leaders and
wizards for a total of 10 units.
- Fleets can only move in sea, coastal, river, or port city squares.
Air units may pass over but not end movement in these squares
(except port cities).
- Fleets may load/unload from adjacent squares or the same square if
it is a port city.
- When a fleet moves in the Maelstrom it automatically stops (see
Naval Combat Section for more information)
- If a fleet unit passes within 1 square of an enemy fleet which has
patrol set to on, then the unit will stop until the naval combat
phase (see (Naval Combat section for details).
- Citadels may only load/unload from adjacent squares.
- Pegasi and griffons may only load/unload from the same square.
- Wizards can move with 0 OP cost (unlimited movement).
- Wizards and citadels do not gain fatigue points.
COMBAT PHASE:
=============
The time for diplomacy has past. Plans have been made. The lines are
drawn... let the battle begin. During the combat phase you will
resolve all battles on land, sea or in the air,that have been
initiated during the previous movement phase. The first part of the
combat phase is naval combat.
Naval Combat:
-------------
Naval Combat will occur during this phase whenever a fleet is adjacent
to an enemy fleet or if enemy fleets are within 4 squares of each, and
one fleet has patrol on. If a fleet is within range of an enemy fleet
with patrol on, the enemy ships will automatically move in and engage
if they have sufficient OP to do so. After naval battles are
finished, you may either continue on to land and air combat, or return
to the movement phase. In this way it is possible to fight your way
past blockades of enemy ships, and land troops in one turn.
After the computer has found a naval encounter, it will automatically
run the first round of combat, after which the following menu bar will
appear:
CONTINUE COMBAT WITHDRAW
If both players withdraw, the computer will break off combat and
reposition both fleets. If only one player withdraws, there is a
chance the enemy fleet will follow and continue the attack. At any
time during the naval encounter, fog may come in and end the battle.
After the combat is finished the player whose turn it is will get the
following menu bar:
MOVE UNITS COMBAT
Move Units: Return to the Movement Phase.
Combat: Go to the Combat Phase for land and air battles.
During Naval battles, fleets will lose ships and carried troops may
also suffer losses. These ship losses decrease the amount of damage a
fleet will do during combat, but do not affect how many troops may be
carried by the fleet.
Land and Air Battles:
---------------------
After naval encounter, it is time to fight your land battles. The
program will look around the map. When it finds a conflict there will
be a display of the troops for both sides and the attacker will get
this menu:
RETREAT LIGHT HEAVY ABORT MAP
Retreat: The attacker has reconsidered the wisdom of this
engagement. Selecting this option will cause all
friendly units in the battle to retreat one square on
the map to avoid combat. The defender has the option to
counterattack and may still engage.
Light: This battle posture will cause lower losses on both
sides. This option may be useful for attacks designed
to harass the enemy or whittle him away for a later
larger force.
Heavy: This is a fully committed attack, and will produce the
greatest losses to both sides.
Abort: Abort the battle with no retreat.
Map: Go to the map.
After the attacker chooses his strategy, the following menu will
appear for the defender:
RETREAT STAND COUNTERATTACK MAP
Retreat: The defender retreats one square to avoid combat. The
attacker may still engage, but losses will be cut in
half.
Stand: The defender stand his ground and receives the enemy
attack. With this option the defender will receive all
defender bonuses. The defender should always select
STAND if he is attacked while in any fortified square
(city, port, tower, etc), as any other choice may move
units into poorer terrain.
COUNTERATTACK:A Counter attack has the potential of inflicting heavy
losses on enemy armies, at the expense of giving up the
defender's bonus.
Map: Go to the map.
The dragons of Krynn are power incarnate, and the very sight of them
will strike fear into the hearts of any foe - Dragon Fear it is
called. Dragons fighting side by side with your troops will, with
flashing talons and devastating breath attacks, increase the enemy
casualties. But, fear of the dragons is so great that many times the
wise commander will only have the dragons fly over the battlefield to
paralyze the enemy troops with fear and not actually risk these mighty
beats in direct combat. The following menu will appear for each army
that contains dragons:
DRAGON FEAR ATTACK
Dragon Fear: This will cause the dragons to fly over the battlefield
and paralyze enemy troops. The Dragon Fear will cause
the enemy to fight poorly, and not fighting directly
will minimize any potential losses to dragon units.
Attack: This selection will send your dragons to the front lines
of the battle to maximize enemy losses at the risk of
losing dragons. With this selection armies still gain
the benefit of Dragon Fear.
After both sides have selected their strategy there is an option to
have the combat results displayed graphically:
DISPLAY BATTLE? NO YES
No: The losses for both sides will be displayed unit by unit.
Yes: The battle will be fought graphically, with the computer
moving the troops automatically.
If the defending unit is destroyed the attacker will automatically
advance one stack of troops into the square (except into mountains).
After advancing, the attacker will sometimes be allowed to attack
again if more enemy units are in range.
Units:
------
Many units have special abilities, limits, or effects on other troops.
Teh following summarizes these units:
Leaders: These units will cause a small increase in the overall
effectiveness of other units in the square. Leaders may
not attack alone.
Wizards: Wizard magic will greatly increase the overall
effectiveness of other units in the same square.
Wizards may not attack alone. Wizards may move across
any type of terrain (including water), but must end
their movement on land squares.
Infantry: Infantry units may build defensive forts if they remain
in one square long enough.
Cavalry: Cavalry receives a small strength bonus in open terrain
(not tunnels, dwarven forts, etc) where horses may be
used effectively. Cavalry units may build defensive
forts if they remain in one square long enough.
Dwarves &
Ogres: These units both receive a large strength bonus in
mountain squares. Only these ground units may move in
mountain squares.
Elves: Elves receive a large strength bonus in forrest squares.
Kender: Kender receive a large strength bonus in forrest
squares. Kender troops have a chance, when being
attacked by several stacks of troops, of taunting the
troops into impetuously attacking with one stack at a
time.
Dragons,
Griffons &
Pegasi: Receive a strength bonus in open terrain where they may
use their air attacks (not tunnels, dwarven forts, etc).
Only these units may attack citadels.
Citadels: Act like fortified cities for carried troops. Only
troops in citadels may attack from desert squares.
Fleets: Can only attack other fleets, but may be attacked by
adjacent land troops.
Terrain:
--------
The following summarizes the terrain effects on combat.
Defender Defender Strength Bonus
Terrain Type Small Medium Large Very Large
----------------------------------------------------
Dwarven Fort X
Dwarven Tunnel X
Fortress X
Fortified City X
Port City X
Tower X
Forrest X
Mountain X
Steppe X
Mountain Pass X
Tunnel Entrance X
Attacker Defender Strength Bonus
Terrain Type Small Medium
------------------------------------
River X
Stream X
Bridge X
Maelstrom:
----------
The Maelstrom is a mysterious region of raging seas and violent winds.
Fleets entering the Maelstrom will be thrown from it in a random
place, but no before possibly losing ships.
Forts:
------
When infantry or cavalry units are left in one square long enough
without moving they will automatically dig defensive forts. A unit
with a fort will indicate it on the unit summary. Forts greatly
increase defensive bonuses and are especially useful for units that
must face withering attacks of enemy dragons in open terrain. Units
in cities, ports, towers fortresses, and dwarven fortresses do not get
an additional fort bonus.
Surrounding Enemy Units:
------------------------
If a unit or stack of units is completely surrounded by enemy ZOC's
its strength drops dramatically. This is valuable when attacking
fortified squares like cities and towers.
Experienced Troops:
-------------------
When troops experience combat they may randomly gain quality levels.
Conquered Nations:
------------------
War of the Lance is a game of conquest. When your armies crush enemy
nations, the enemy alliance loses that nations' troops and diplomats.
Most nations will fall when the capital is captured and hell by enemy
troops until the beginning of the next turns. A few countries have
more than one location that must be held simultaneously.
To capture Silvanesti, you must also hold the fortress to the
northwest of the main capital and the two towers to the south in
addition to the capital.
The Knights of Solamnia are the most tenacious of Highlord's foes.
These nations start the game with high Whitestone allegiance levels,
and before any Knight country can be considered conquered, all of the
KNight countries plus the Clerist Tower fortress with its' infantry
units (near Palanthus) must fall. The Knight countries are:
Caergoth, Northern Ergoth, Solanthus, and Gunthar. Also, before
Solanthus is conquered, enemy troops must hold both the capital and
the fortress to the southwest.
To conquer Neraka, you must hold the capital and the tower to the
northwest.
APPENDIX:
=========
Units:
------
NATION TOTAL UNITS AND TYPE BASE NUMBER QUALITY
---------------------------------------------------------------
BLODE 7 OGRE INFANTRY 130 4
CAERGOTH 3 ELITE HUMAN INFANTRY 140 5
2 ELITE HUMAN INFANTRY 130 5
GOODLUND 4 KENDER INFANTRY 130 2
GUNTHAR 3 HUMAN INFANTRY 140 3
2 ELITE HUMAN INFANTRY 140 5
2 ELITE HUMAN CAVALRY 130 5
2 HUMAN FLEET 20 4
HYLO 6 KENDER INFANTRY 130 2
KAOLYN 5 DWARF INFANTRY 180 3
KERN 5 OGRE INFANTRY 130 4
KHUR 5 HUMAN INFANTRY 130 2
1 HUMAN CAVALRY 130 2
KOTHAS 4 MINOTAUR INFANTRY 110 7
4 MINOTAUR FLEET 20 5
LEMISH 4 HUMAN INFANTRY 130 2
2 HUMAN CAVALRY 130 2
MAELSTROM 6 HUMAN FLEET 20 4
MITHAS 4 MINOTAUR INFANTRY 110 6
4 MINOTAUR FLEET 20 5
NERAKA 8 MERCENARY INFANTRY 200 3
2 MERCENARY CAVALRY 150 3
2 RED DRAGON 3
2 BLUE DRAGONS 3
1 GREEN DRAGON 4
1 BLACK DRAGON 4
1 WHITE DRAGON 5
NORDMAAR 4 HUMAN INFANTRY 130 2
2 HUMAN CAVALRY 130 2
N. ERGOTH 3 ELITE HUMAN INFANTRY 140 5
2 ELITE HUMAN CAVALRY 130 5
2 HUMAN FLEET 20 4
PALANTHUS 5 HUMAN INFANTRY 130 3
4 HUMAN FLEET 20 5
QUALINESTI 4 ELF INFANTRY 180 3
4 PEGASUS 84 1
SANCTION 3 HUMAN INFANTRY 130 2
4 HUMAN FLEET 20 4
SILVANESTI 6 ELF INFANTRY 180 3
4 GRIFFON 240 1
4 ELF FLEET 20 3
SOLANTHUS 3 ELITE HUMAN INFANTRY 140 5
2 ELITE HUMAN CAVALRY 130 5
TARSIS 3 HUMAN INFANTRY 130 2
3 HUMAN CAVALRY 130 2
THORBARDIN 4 DWARF INFANTRY 180 3
THROTYL 7 HOBGOBLIN INFANTRY 150 2
VINGAARD 3 HUMAN INFANTRY 130 2
1 HUMAN CAVALRY 130 2
ZHAKAR 5 DWARF INFANTRY 180 3
4 GRIFFON 240 1
SPECIAL UNITS:
HIHGLORD 9 BAAZ DRACONIAN 200 3
10 KAPAK DRACONIAN 150 4
2 SOTH UNDEAD INFANTRY 120 7
3 WIZARD 1
3 CITADEL 1
WHITESTONE 3 TOWER INFANTRY 140 4
1 GOLD DRAGON 3
1 BRONZE DRAGON 3
1 SILVER DRAGON 3
2 COPPER DRAGON 3
2 BRASS DRAGON 3
3 WIZARD 1