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WARHAMMER: DARK OMEN FAQ.
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Game Information:
Title: Warhammer: Dark Omen
Type: Real Time Strategy
Format: Playstation
Age Limits: 11+ (WARNING SOME MATERIALS MAY BE UNSUITABLE.)
FAQ Age limit: 11+
Author: Robbie B
Contact: This email address is being protected from spambots. You need JavaScript enabled to view it.
FAQ Version number: 1.8
Last Update: 8th May 2002 - Minor corrections
FAQ Version 2.0: 7th March 2002: Finished mission 7 and surprise surprise! Not one unit got killed. That's the first time I got past that mission without losing anyone. Bestiary, Unit Info and walkthrough updated a LOT.
FAQ Version 1.9: 7th March 2002: Found out that I missed quite a gap in my work so I filled those up. You should now find every single enemy unit in the game up until mission 6 in the FAQ updated. The Profile to the Imperial Greatswords is also added.
FAQ update: 1st March 2002: Official release of Version 1.8. Working on the FAQ again. Girlfriend still nags me to come off the computer. Been playing Suikoden 2 recently. I'm planning version 1.9 possibly sometime this month since the next mission is a VERY hard mission. As always I aim to provide the best possible way to win the mission with the lowest amount of casulties. Anyway don't give up on me. I'm still here and I'm still working on the FAQ. - Robbie B
FAQ Version 1.8 - 2nd JAN 2002: Did mission 6 and minor updates. Forgot to send it in though so… Darn @me! Had a major lack of motivation as in new girlfriend and loads of time in bed meaning I couldn't be bothered to write the FAQ again.
FAQ version 1.7 - 22nd DEC 2001: FINALLY figured how to defend Helmgart. That mission was easy to complete but with so many deaths! I finally figured a way to get the Necromancer out before the battle even starts so I'm really happy now. I've added the Dwarfs to the list and updated everything including the spell book (at last!)
FAQ Version 1.6 - 20th DEC 2001: Added section 1.2 skull and shield explanation. Also included mission 5A and mission 5.1A for the choice selections.
FAQ Version 1.5 - 19th DEC 2001: I got round to some work at last. Missions 3 and 4 are now covered definition of terms updated and so are the bestiary and the allied units section. A complete major overhaul of the FAQ finished at last!
FAQ Version 1.4 - 19th DEC 2001: Added Section 6.0 which I think should have been done in Version 1.3 Updated Legal Disclaimer and made some minor changes in the Bestiary part. Updated F.A.Q section at last people asked me questions ABOUT the game!
FAQ Version 1.3 - 16th DEC 2001: The walkthrough has been started, missions 1 and 2 are done. The Bestiary has been updated with information on the units found in missions 1 and 2. Age limit to the FAQ has been placed up above. Section 9.0 set up: legal disclaimer.
FAQ Version 1.2 - 16th DEC 2001: Section 5 started section 3 and 4 under research. Legal disclaimer and copyright notice added.
Corrected spelling mistakes and minor mistakes in all sections. Updated definition of terms.
Added site granted permission notice for all sites allowed to use my FAQ (granted permission in this case)
FAQ Version 1.1 - 11th DEC 2001: Started Section 2 added List of terms. OFFICIAL RELEASE
FAQ Version 1.0 - 10th DEC 2001: Introduction - Section 1.0 updated
This FAQ is copyright 2001-2002, Robbie B.
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INTRODUCTION
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Welcome to Robbie B's FAQ. This FAQ aims to cover everything on the game: Warhammer: Dark Omen. If I have missed anything please do not hesitate to contact me and I will check to put whatever I have missed into this FAQ. The Basic content of this FAQ starts off with unit information and basic information, which you may need to know to gain a clearer view of the story. The general walkthrough is here and covers all decisions you as the player makes. Thank you for reading this FAQ I hope to hear from you soon.
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Table of contents:
1.0) Story and basic information
1.1) Definition of Terms
1.2) Skull and Shield rating explanation
2.0) Details of units (allies)
2.1) Details of units that join for a short time
3.0) Bestiary
4.0) F.A.Q'S
5.0) Walkthrough
6.0) Special Items/Weapons List
7.0) Magic Book
8.0) Secrets/Codes
9.0) Legal disclaimer
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*Section 1.0*
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Story and Basic Information
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If Warhammer: Dark Omen is your first Warhammer game then you will more than likely not understand why you the main character is out in the wilds of the Empire fighting goblins and Orcs.
The story actually starts in Warhammer: Shadow of the horned Rat in which you the player was the commander of the young Grudgebringer Mercenary army famed in the north but trying to make a career in the southern areas known as the Border Princes
In the game you of course come across a huge enemy plotting to destroy the world and so on. Of course a feat which has rarely been done is YOU went and defeated the Skaven warlord along with his puppet Orc Boss Urgat Rip-eye.
Now, several years later you end up in the Empire back to being a small mercenary army once again. This time though a new threat arrives and it's up to you to defend the world from the terror of death.
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*Basic Information*
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Basic information you just need to know about this game and what all the rest of this guide will tell you about.
This guide is SPOILER free and if there is any possible spoilers it will be marked clearly. You also should know how to play the game which I hope you do, if not please refer to the Game Control FAQ.
As you are a commander of the army I should hope you know what a commander has to do! The main things a commander should understand is defence is much better than attack.
Defence over attack I hear you ask. Yes it's simply because when defending you get the upper hand of shooting cannonballs and arrows at the advancing foe and most of the time get to flank your enemy.
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|Section 1.1|
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*Definition of terms*
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Flanking: This means getting your units around the enemy and attacking from the sides or behind.
Flanks: This is the left and right sides of your army.
Centre: This is obviously in between the flanks
Rearguard: This is the back of the army.
Vanguard: Not to be confused with Rearguard. The vanguard is the front of the army.
Cavalry: Soldiers on horses, beasts and mostly anything that is big enough to allow a mount. Powerful and vital for your cause.
Infantry: Foot soldiers, generally a basic unit type.
Archers: Wield longbows, firing rate is pretty good range varies.
Crossbowmen: These use the more powerful crossbows, long range but slow to reload.
Artillery: War machines, cannons, mortars and so on.
Skull Rating: This is shown in the troop roster and on the battle map (press select then highlight a unit). The number of skulls shows the rank or "threat" of a unit. Needless to say a unit with 1 skull is hardly going to hurt your mighty three skull elite's! Always think about this before sending that Infantry unit to attack a little group of enemies since you could be sending a 2 skull infantry into a 4 skull bunch of elite's… Needless to say your butt will be handed back to you on a plate.
Shield rating: This is also in the troop roster but NOT viewable on the battle map. This is how well protected your units are. Generally put this can be vital in the later stages of the game.
Melee: Hand to hand combat!
Flee: Not to be confused with melee! It means: RUN!!!!!
Attack: An attack is basically and attack of some sorts whenever by missile or by swords.
Re-enforcement's: This is the term I use in attacking missions. In attacking missions when you practically wipe out the enemy a bigger stronger unit appears, these are reinforcements sent basically to help them out and you aren't going to let that happen!
Wave: A wave is the battle phrase during defensive battles. When defending something the enemy attack in waves basically 4 units and when they fall or are in trouble another four units or wave of attack comes.
Waves: Waves is the battle phrase used when more than one attacking wave is launched at your units. For example in mission 1 there are two waves of attacks by 2 units while in mission 3 there are SIX waves of attacks by 1 unit. It's easy to learn!
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|Section 1.2|
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Skull and Shield explanation:
Skull and Shield is the way a unit is rated in terms of both strength and defence.
Skulls:
Skulls is the way troops are determined to be a threat. How much experience they have, how many kills they have made and how much of a threat they are on the battlefield. This was employed in Warhammer: Shadow of the Horned rat to limited success but is the heart of Warhammer: Dark Omen
1 Skull: Recruits.
This is the rate given to people who come fresh out of the barracks! It's also given to troops who have no experience. These troops have little skill in using their weapons, they are unorganised and not exactly brilliant in combat. They flee a lot, make rash decisions and get into the wrong place at the wrong time.
Examples include Night Goblins, Brigands (thugs) and Zombies (Normal people brought back to life)
2 Skulls: Regular Troops
This is the rate given to "normal" troops. Troops you would find in almost every army. They have the average skill in combat, they use their weapons with good skill, are organised and flee only when losing a battle. They have average leadership are an experienced bunch of soldiers. In reality men who go into battle a lot but aren't exactly top of the art soldiers.
Examples include: Helmgart Bowmen (poor shots), countess Guards (flee at fear!), Orc Boyz (organised and strong)
3 Skulls: Elite Troops (Veterans)
This is usually given to troops who are the core of the army. They are powerful troops who utilise their weapons with amazing skill! They never flee unless faced with certain defeat or are overwhelmed.
They have brilliant leaders, are very organised and loyal men. They are top of the art fighters in reality the best troops you can find strong and resilient. They usually lead the front line.
Examples include: Grudgebringer Cavalry (class pure class), Orc Boar Boyz (nasty), Carlsson's Cavalry (class) and Necromancers (nasty)
4 skulls: Rare troops (Total Veterans)
This is given to troops who are totally rare. You won't find them anywhere in the world, they wield their weapons with unbelievable skill, are led by amazing men, never flee unless face with utmost defeat and are total specialists in what they do.
In reality these are state of the art soldiers who you should beg to have on your team. They are the best units you can have specialising in a certain area of battle.
Examples include: Grudgebringer Cannon (state of the art cannoners), Grudgebringer Cavalry (it's easy to level them up).
Shields:
Shields basically give you an idea of how well protected your men are. Gold Shield is the minimum amount of armour you can have.
Shields for infantry:
1 Shield: Basically normal clothes.
2 Shields: This is a troop with normal armour. Basically light armour or a shield.
3 Shields: This means the troops have heavy armour or light armour with a shield.
4 Shields: Given to troops who have heavy armour and a shield. Strong protection but they will be slower than normal.
(Depending on weapons e.g. countess guards can't have shields because they require two hands to use their weapons 1 shield is light armour and 2 shields is heavy armour)
Shield for Cavalries:
2 shields: The minimum, 1 shield for being mounted (hard to hit) and 1 shield for light armour.
3 shields: Heavy armour, or light armour and shield plus being mounted.
4 shields: Heavy armour, or barded horse.
5 shields: Heavy armour, shield and barded horse.
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|Section 2.0|
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This section gives you all the information required on YOUR units. This is PLAYER controlled units and not NPC'S or enemies. This section also contains, background information, information on how to use the unit to best effect and loads of other stuff.
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*Allied units*
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Permanent Units (Units which NEVER leave your army or units which rejoin your army later)
Name: Grudgebringer Cavalry
Led by: Commander Bernhardt.
Background: Taking their name from their commander's powerful sword 'Grudgebringer' these mercenaries form the core of the army known as the Grudgebriners. They are skilled in combat and ride to battle on mighty war-horses.
How to use:
As the background says they are the CORE of your army. Lose these guys and the game is over. However these guys are the toughest unit in the game period especially at the start.
This cavalry unit has 16 men and horses and since it is war-horses you get an extra attack for the horse!
They start of with a potent three skulls and three shields of a possible five. At the start of the game they can easily wipe out any unit for no casualties!
Although you may like I be tempted to storm them through the main enemy units which is a dangerous thing at times, the best tactics to use with these boys is to keep them in the flanks and once your archers and cannon crew has cut the enemy down as much as they can send in these guys.
I tend to get them to attack enemy units of skull skill two or three rather than 1 since the lower experienced fighters should take out those pesky 1 skull boys!
Name: Grudgebringer Infantry
Led by: Sergeant Gunther Schepke
Background: These warriors are highly experienced and proficient fighters led by Sergeant Gunther Schepke, Bernhardt's second in command. As part of the respected mercenary army known as the Grudgebringers they are completely loyal to their commander.
How to use:
I recommend you try and keep these boys alive for as LONG as possible. They are the biggest Infantry unit in the game having a total of 20 men max!
They start the game with a skull rate of two, which is basically what I would consider an "average" rate. Also they start with 2 shields of a possible 3.
I recommend upgrading their shield to three so they will stay alive long enough to get more lethal!
With a skull rate of two these boys are capable of taking on most enemy units. If you see a two-skull enemy or even better a 1-skull enemy send these guys in to attack they should be able to handle them. However I suggest you don't send them in to face elite units (skull: 3+) unless you have serious backup with them (the cavalry!)
The best tactics to use here is to send these guys into the enemy front rank then circle the cavalry to attack the enemy flanks or rearguard. Don't expect the cavalry to save their butts all the time though, train them up and don't worry about losing them you shouldn't lose them unless you are THAT bad.
Name: Grudgebringer Crossbows
Led by: Unknown
Background: As part of the respected Grudgebringer mercenary army these troops are skilled in their art and loyal to their commander. They are armed with powerful crossbows, which have long range but require line of sight to their target. Although they wield their crossbows with considerable skill they are not particulary effective in hand to hand combat. ONLY the front rank of the unit may fire.
How to use:
Simple here, DON’T get them in hand to hand combat unless you really are desperate.
Line of sight basically means they can't stand in front of a building and shoot the enemy like longbow archers can! But these guys can be very useful _sometimes_! They aren't entirely good most of the time (in my case) getting 4 kills in the entire battle! However in missions where you can't take your cannons these boys become VITAL!
They have a ton of weaknesses and will become useless when you get some archers. As they can't fire UP in the air I suggest you do NOT put them directly behind your own men because you'll end up killing your soldiers and have the enemy laughing at you!
Put them on a hill or even better put them in the middle of two units of infantry fire away then when the enemy get too close pull them back and get the infantry to close in.
(They have 16 men MAX and a skull rate of 2! Another 'average' unit. Shields though are 1 of a maximum of three at the start of the game and should remain so unless you seriously intend to send them into a melee!)
Name: Grudgebringer Cannon
Led by: Unknown
Background: This machine fires heavy cannonballs which can tear through enemy regiments and light buildings with ease, but is progressively more inaccurate the further it fires. It's enormously long range is only matched by Orc Rock Lobbers, but it requires line of sight to its target as the cannonball is fired in a very shallow arc. Armour is USELESS against hits from a cannon.
How to use:
Now I'm presuming you don't intend to get these men into a fight with a bunch of skeletons am I right? I do hope so! The cannon is gained from the start of the game and has 4 men, a MINIMUM of three is required to even shoot! Remember that!
However this is the MOST LETHAL unit you have at the start of the game oh yes. Guess how many skulls? That’s right! FOUR the max possible! However it's shield rate is 1 of a possible 3 not that it accounts to much since you won't want to get them in hand to hand combat!
How do you use them then? Sit them down and shoot like mad. However they have the exact same weaknesses the Grudgebringer crossbows have. They still shoot your own men and believe me one shot through the rear of your men will simply be enough to get them fleeing well off the battle map unless you are LUCKY!
Putting them on a hill helps, putting them behind a hill doesn't! Just get them in a place with good line of sight and make sure they can't blow your own men up and you'll be fine with these guys.
PLEASE PLEASE don't get them killed. They are very much VITAL for all missions.
Name: Bright wizard
Background: Having spent years studying his art at the Bright college in Altdorf, a bright wizard is able to control magical energy to produce spells of flame and heat. Although extremely powerful in battle, wizards do not fare well in hand to hand combat. A wizard may NEVER wear armour.
How to use:
The bright wizard is one of the most powerful wizards in the whole game! Since most of the enemy in the mid-final parts of the game are undead you'll have a lot of fun just burning them to death since Undead units are weak against fire!
Note when the background information says: NEVER wear armour and DO NOT FARE WELL IN HAND TO HAND COMBAT? Well unless you are like me (crazy as hell) do NOT ever put him in hand to hand combat since the poor fool will more than likely have his head chopped off.
Although I have got him in battle with a whole unit which he somehow managed to hold out until the cavalry saved him (very funny too) I don't recommend doing this. And yes he only killed 4 in that battle too!
Basically with this guy combined with the Grudgebringer Cavalry unit the two can be an unstoppable force for the undead units. Use him wisely and check out the spell book in section 7.0 for more tips.
Name: Dwarf Warriors
Led by: Unknown
Background: Determined and confident, Dwarfs are immensely strong and resilient although slow on their feet. They will flee in only the most desperate circumstances and their hatred for Orcs and Goblins makes them even less likely to rout when fighting them.
How to Use:
They are slow really so don't try and get them into a fight with archers. They are powerful though and the second largest Infantry unit in the game with 19 Dwarfs and 2 of three shields filled. They start out with a two skull rating as do most infantry!
When fighting Orcs and Goblins these guys practically fight to the death and so are very useful in fights against the greenskins! However against other units they are also pretty good if a bit slow.
The best way to use them is to simply keep them back until an enemy gets close them charge them in. Because they are slow it is hard to send them out to attack and so it's best to keep them close by to defend a cannon or the archers.
The Dwarf warriors first join you after you re-take or defend Helmgart. If you choose to help them they will join you then leave you and later in the game they will re-join you. However don't help them and they "die" or "refuse to help" you.
Name: Imperial Greatswords
Led by: Unknown
Background: Imperial Greatswords, like all swordsmen of the Empire, are highly trained and proficient fighters. The swords they wield are so large they must be swung with both hands and therefore strike with great force. Due to this fact these troops are limited in the amount of armour they can utilise.
How to use:
They use two hands swords so basically because of the sheer force they hit plus the sheer weight of the swords they use, they attack LAST. Doesn't matter who they fight they attack last. Therefore please don't even THINK about getting them into a fight with cavalry or Orc Boar Boyz and Goblin Wolf Riders because they'll be slaughtered more often than not.
They can't use much armour so I would recommend buying one more piece of armour so they can live longer! Although you might not use them that much they can be useful. They tend to retreat a lot so I've heard and seen.
Basically don't get them into fights against cavalry. Keep them against infantry units and they should be alright. They only have 15 men though so you may want to keep them back to protect a cannon. On the other hand as well as attacking last they are annoyingly slow. Trust me on this but don't even THINK of getting them into a fight with archers… SHOT DOWN is what will happen to them if you do so.
As with most other infantry units they start with a 2 skull rating and 1 of 2 shield slots filled. Sucks eh?
Name: Flagellants
Led by: Unknown
Background: Flagellants are men who have been driven over the edge of sanity by some personal disaster or catastrophe, causing them to travel the Empire preaching their vision of doom. Their madness gives them superhuman strength and resilience and they fight with outstanding fury. Flagellants wear only tattered robes and will not wear armour.
How to Use:
Ok so, as you should know by now. Infantry unit… 2 skull. The catch? They can wear no armour meaning they are defenceless as well… imagine a hedgehog on a highway and you get my point.
Only 9 men in a unit and basically mad as anything. They use flails which are quite nasty especially since they can break your jaw in one blow! Right now if I haven't put you off using this unit then I know you aren't a guy who believes loads of armour and hitting power = instant win!
Although they may look frail they are excellent fighters. Send them to fight a unit of 20 goblins and they probably WILL win! Small in numbers, weak in armour is their weakness but their hitting power, their insanity makes them unbeatable. Because they are "mad" they refuse to even retreat unless either half dead or just about getting wiped out!
The other interesting fact of this madness is that it grants them so much power they can easily smash through units like a knife through butter. A unique unit so don't waste them. They are pretty good at times better than the Imperial Greatswords anyhow!
Try not to send them headlong into archers (have I stressed this enough?) because they'll be easily shot to pieces. Basically have them attack either infantry or small units of cavalry. Try not to lose them either because they can be a nice part of your plans!
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*Section 2.1*
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|Units, which join then, leave your army |
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Units, which join and then leave your army, are indicated with a green arrow on their emblem in the troop roster. SOME units will re-join you later in the game and become permanent units; these units are listed in Section 2.0.
Units here will NEVER join you permanently at all during the game and will only stay for a brief time.
Name: Carlsson's Cavalry
Led by: Unknown
Background: These warriors form part of the militia commanded by the Border Prince and former mercenary Sven Carlsson, a personal friend of Bernhardt. They ride into battle on mighty war-horses and are proficient in combat.
How to use:
Carlsson's Cavalry are much better than in the first game where they were two useless units of infantry! The Cavalry is given to you for a few battles at the start of the game and should be used to good effect.
Use them to attack and support the Grudgebringers most of the time since they are equal in skill to the Grudgebringers and MORE heavily armoured! A 3 skulled unit with 4 of 5 shields covered! Don't buy them additional armour since they WILL leave.
Basically these guys won't get wiped out unless you are that unlucky! They are tougher than nails and although only have 14 men compared to the Grudgebringer cavalry's 16 they never do get many casualties.
Use them for support, and if you don't care about experience points send them in as a main attack force.
Name: Helmgart Bowmen
Led by: Unknown
Background: Like all warriors of the Empire these bowmen are highly trained in their art. They are aimed with standard bows which have a medium range. Although they wield their bows with skill they are not particularly effective in hand to hand combat. Only the front two ranks of archers may fire.
How to use: These guys are utter crap. I could shout 50 rude words and you could get the picture of how BAD these archers are! Believe me if you were moaning about the Grudgebringer Crossbows being crap shots these guys excel in being totally utterly useless at shooting! The Crossbowmen are the BEST crossbow unit in the game and although I've been saying that ARCHERS or BOWMEN are better don't even bother with the Helmgart Bowmen because they pale in comparison.
A 2 skull, 1 of three shields filled, these boys are "average" bowmen the same as the Grudgebringer Crossbowmen except worst shots! If you are going to use them then do as they walkthrough says, they have good range and don't really need line of sight however though if you get them in a firefight with another enemy unit of archers they will much like the did in the first game lose and die! They do however have huge numbers, 20 in all but that means nothing for archers!
Name: Countess Guards
Led by: Unknown
Background: These fighters like all the Empire's infantry, are highly trained and proficient fighters. They are skilled in combat and the halberds they wield are heavy weapons, which hit with great force. These weapons must be wielded with both hands, so these troops are limited in the amount of armour they can utilise.
How to Use: The countess Guard come with the Helmgart Bowmen and are basically the guys who protect the countess. After seeing the Helmgart Bowmen and these guys in action I will assure you, you'll understand just why the Empire needs men like you to do the dirty work.
The Countess Guards aren't that bad in all honesty but because of the two handed weapons they use they hit LAST all the time no matter what. And when you are facing a unit of 20 zombies this is not something useful! They also tend to flee about three times more than your own units would which makes me laugh sometimes.
They are as usual an average unit of 2 skull rating and have 1 shield of a possible two! Because of the lack of armour it's no surprise the ranks of these sturdy 10 men seem to get demolished all the time. (Low armour + always hit last + 10 men = Death)
You won't use them much so can't really offer any tactics!
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*Section 3.0*
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Advance notice: The following bestiary can be used to plan or make up your own battle tactics and complete the game without the use of the walkthrough. This is very useful if you do not wish to be forced to use my own tactics and methods to win the game.
You can though use the bestiary and the walkthrough to see what to do if you feel up to it. However for those who wish to get STRAIGHT to the game then go to the walkthrough section. The bestiary is here to give you additional information and options of taking on the game. - Robbie
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|Bestiary: All enemy units and how to deal with them. |
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Note: This is listed in the order you will find them. If the same unit re-appears but with the same strength then they will not be included.
HOWEVER if a unit re-appears in later missions stronger than before the tactics to take care of them including additional tips will be included here.
Night Goblins:
(1 skull, Infantry)
Found in mission 1 they are pathetic weaklings who aren't even going to hurt your big humans. They do though have huge numbers but seriously they aren't nothing to your experienced men. In mission one there are two units, one contains 16 night goblins and the other contains 12.
They are not a serious threat, the infantry should be able to take care of them without any problems.
Night Goblin Archers:
(1 skull, Archers)
Found in mission 1. These guys actually do have some threat to your troops. If your units don't move they can wipe them out but they'll take a year to do the job! As a rule of thumb archers can't fight well so get them in hand to hand combat and they'll be dead.
In mission 1 there are two units of these buggers. The first lot contain 14 Night Goblins and the second unit has 15.
They aren't too serious to worry about. Your cannon and archers can beat them down quickly enough. It's best to send the cavalry against these goblins because the infantry moves too slow and will take a few hits just getting near them which isn't good.
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Orc Boyz
(2 skulls, Infantry)
These boys are basic infantry troops for Orc armies. They are however tougher and more brutal than the average human and so I wouldn't be surprised if it was really hard to take them down. Just send the Cavalry or outnumber them with the Infantry for the win.
In mission 2 two of these units start on the map alongside each other. The one on the left of the map contains a whupping 14 Orcs so I suggest the Grudgebringer Cavalry for these nasty pieces of work.
The one on the right however have only 9 Orcs and this means basically that the Grudgebringer Infantry should have enough strength and men to slay them all although it'll take a while. Neither of these units are anything other than "basic" troops so just kill 'em all.
Orc Arrer Boyz:
(2 skull, archers)
These are basic archers in an Orc army. As you can see they are better shots than the weak Night Goblins so treat these guys as the biggest threat in mission two. They have many times before I found the easiest strategy managed to kill my cannon crew.
Archers are crap in melee, if you do as the walkthrough states then the Carlsson Cavalry available for this mission will take them out piecemeal! In mission two at the start of the battle only one unit of these basic archers roam the field right behind the Orc Boyz. They have 15 Orc Arrer Boyz more than enough to fire a LOT of arrows. Take them out quickly.
Orc Boar Boyz
(3 skulls, Cavalry)
The Orc Boar Boyz appear in mission two. Once you defeat a unit of Orc Boyz and/or the archers these Orc's rush into the scene as reinforcements. They are elites and you should use your better men such as the Grudgebringer Cavalry and the Carlsson's Cavalry to take them out. They form a unit of only 8 Boar Boyz and that’s including the Boar's attacks.
A hint with these guys… DON’T LET THEM CHARGE YOU. If you do they hit for double strength, double strength for the boars, and double attacks. That means you are basically going to go home in a coffin. CHARGE THEM and get rid of them.
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Zombies:
(1 skull, infantry)
Zombies are undead forces and as all undead do they cause FEAR. This basically means these puny weaklings can make your best units flee so I'd suggest you keep your fingers crossed. However I haven't seen anyone flee from a zombie unit yet so can anyone tell me if they have?
These useless troops are faced in mission 3 and are nothing to your better-trained units! Why after a bunch of average Orc's did the productors decide to give us basic bog standard units in mission three? However they do pose a tiny tiny and I repeat again TINY threat by actually having BIGGER numbers plus more units on the screen than you can usually handle!
There comes to a total of 4 Zombie units in mission three. At the start of the battle one zombie unit of 18 zombies stands in your way. However once the battle starts another unit is quick to enter the battle this time 19 zombies! The third wave of attack is the appearance of the Ghouls (refer to section below) followed by a unit of 15 strong zombies. Another unit of Ghouls appear and finally the last unit to appear on the map is a unit of 14 zombies. Get these guys and the battle's done at last!
The Infantry can take them out alone really, use the Cavalry for quick kills and the Crossbowmen for sniping tactics!
Ghouls:
(2 skulls, Infantry)
Ghouls are your basic average unit. They are the average firepower of the undead army and appear in mission three. These guys are easily taken down by your Cavalry and go down quicker when the Infantry and Cavalry team up. I wouldn't risk getting the infantry in with these guys, it would be evenly matched and the Infantry would win but it would take time which is not what you have in mission three.
The Ghouls attack in waves three and five in mission three. The first lot being the third unit to attack you have a good strength of 14 Ghouls. The second unit comes right at a tricky time and is the biggest threat of them all has only 12 Ghouls.
Both should be hacked to death (again) by the Cavalry.
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Brigand Swordsmen:
(1 skull, Infantry)
These annoying pests appear in mission 4 where you are ambushed outnumbered and practically bound to die! However people who want a reward and are prepared to fight for it are usually thugs and criminals. People who basically have NO experience in combat! These guys are just that except even more annoying that a thief ransacking your toilet seat in the middle of the night!
At the start of the battle there is one unit to the north, in the first wave of attack another unit appears to the right hand side of the forest (well hidden!) and later after they have been killed a unit appears from the top right. ALL three units have 14 brigands capable of outnumbering the Countess Guards but your infantry and Cavalry will have no problem with these guys.
Brigand Archers:
(1 skull, Archers)
Like the swordsmen except these are actually more of a threat than anything else in the whole of mission 4! Thanksfully there is only two units of these pests. One is hidden on the hill to the left at the start of the battle which causes problems unless you eliminate them with the Cavalry, which moves the best unit out of the whole actual area. Yes even the Cavalry has problems taking these guys down! The next unit appears on the hill to the right of the map but can easily be killed by one carefully aimed cannonball! Both units once again only have 14 men. A lot of arrows but nothing too serious.
Necromancer:
(3 skulls, wizard)
A Undead general. Obviously managed to get the brigands working for him through money, threats or BOTH. This single warlord will pose many problems THROUGHOUT the game however in this mission he runs away when all the brigands are killed. And even so he doesn't actually bother to attack so don't worry about him. Scare him away with some cannonballs just don't waste your men going in for him. You can get the wizard into the battle to kill him but it's usually too late or you are more likely to be killed before hand!
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Zombies (1 skull, infantry)
Found in mission 5A. No big difference to the last encounter. The first wave come from the top and top-left area containing, 12 and 14 zombies. The 2nd wave from the south contains 15 and 16 zombies.
Skeleton Archers
(2 skulls, Archers)
Basic archers once again a potent threat. They have the unique ability of NEVER fleeing. Crap in hand to hand combat only one unit appears in mission 5A containing 18 skeletons. Wipe them out using the cannon and crossbows if you can before even daring to charge.
If you kill the Necromancer then the Skeleton Archers will be destroyed just as you charge.
Skeleton Warriors
(2 skull, Infantry)
Basic troops, but in this case you should treat them like elites. Skeletons fight to the last man. They NEVER flee ever. The Cavalry or Infantry can wipe them out but it takes time. Only 2 units appear in the 3rd wave of attack in mission 5A containing 15 and 16 skeletons.
Necromancer
(3 skull, wizard)
Kill this man and you can take out all undead units with ease. However he has a lot of nasty spells in mission 5A. Get the Cavalry to charge him along with your bright wizard and you'll take him out easily.
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Skeleton Horsemen
(3 skulls, Cavalry)
A new unit to the game appears in mission 5.1A. They are deadly and of course don't flee. The Cavalry are well matched to take them out especially if you get the cavalry to a 4 skull rank before the battle! They contain 12 horsemen and appear in the north behind a stone. They aren't really a threat if you take out the Necromancer but if the Necromancer is still alive these guys can be deadly.
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Wights
(2 skull, Infantry)
A special unit to the undead army. These should be treated as three skulled units. They flee unlike skeletons who fight to the death! They are small in numbers but usually are more than powerful enough to wipe out some units so be careful with them. They appear in mission V1 and onwards.
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Zombies
(2 skull, infantry)
Even though they are now 2 skulled troops they are still nothing of a threat. Kill them with the same tactics and remember fire is their weakness. They can easily be slaughtered with cannonballs and arrows. They show up from Mission 6 onwards.
Mummies
(3 skull, Infantry elite units)
Mummies are a pain in the neck. They cause your units to flee and are powerful than most standard units. A 3 skulled infantry unit is rare in any case and these guys show you why. They do however like many of the undead forces have a prone weakness against fire. Use fire spells and they'll be wiped off the face of Earth. The Cavalry at skull 3 or 4 will take them out no problem!
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Night Goblin Shaman
(2 skull, mage)
Night Goblin shaman's can actually kill themselves by using magic. Funny eh? These are a moderate threat in the Goblin armies. Night Goblins and their archers are pathetic really but the shaman should always be taken out quickly. Their magic skills are actually quite good. Charge them with a FAST unit or even better shoot them with archers.
Giant Scorpions
(3 skull, Special Goblin unit)
Scorpions kill through poison stings don't they? Well just imagine one as big as a 6 foot man and you got the right image. It's kinda like you are staring in "honey I shrunk the kids" when you fight these monsters.
They cause fear so; you'll be hard pressed to find anyone that will charge these things. The Grudgebringer Cavalry or the Infantry with a Banner of defiance is good for this. They can wipe a unit out on a bad day so be careful with them. A direct cannon hit will knock them out… nice animation too, yellow blood pouring out of the guts onto the grass. Ewwwwwwwwwww.
Gigantic Spider
(3 skulls, Special Goblin Unit)
Now, I got a fear of spiders and to even mention the name or type it just raises the hairs on the back of my neck. In the game most of the troops are the same as me. Except they run away from huge 7-8 feet tall spiders while I run away from the smallest ugly 8 eyed thing I see.
But anyway less about me. I find it very funny to charge every unit of mine in against these horrors just for the pure pleasure of… well seeing it die I suppose. It's not so funny when most of the men stop, make a funny face then scream and run away. Fear is a big thing you see. Anyway just get a good fighting unit such as the Cavalry on them. The Imperial Greatswords are good spider killers, sometimes.
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|Section 4.0|
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*F.A.Q.*
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1) Are there any hidden units I can find?
A) Yes there are but they aren't exactly hidden. In fact most units that are "hidden" are those that leave and re-join later. The Dwarfs for example join you if you choose to help them get home. All hidden units are listed in the Allied Units area and the walkthrough.
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*Section 5.0*
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|WALKTHROUGH|
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Starting a new campaign takes you to the unit selection screen. First off enter the troop roster view your units and buy some more armour for the Grudgebringer Infantry (1,200G)
Back on the unit select screen choose all available units for battle, the cavalry, infantry, crossbows and cannon.
Battle 1: Outpost Defence.
Objective: Protect the village and defeat all enemies
Enemy Units: 2 Night Goblin Archers and 2 Night Goblin (ALL 1 skull)
**Note: check the bestiary for additional information**
This is a fairly easy opening battle and if you lose this then I can't really say anything but I'm surprised. Skill isn't even needed here.
You have all the Grudgebringer Units with you in this battle and it should be a walkover. At the start of the battle two goblin units will be up at the top of the battlefield to the top-right area. Your goal is to prevent them from reaching the village in the top left area. Since there is only one way to reach the village which is the road guarded by your forces it shouldn't be too hard to win.
Simply set the Cavalry on the far right behind the trees with the Infantry somewhere below them. The Cavalry's arrow should be green to show that they cannot be seen by the night goblins.
Have the crossbows in-between the trees and the cannon to the right of the crossbowmen make sure they can hit just around the bottom to halfway up where the goblins are. You won't be able to hit them just make sure you can reach the bottom area of the hill.
Once your force is in place have the cannon fire away at the goblin archers and wait. Move your infantry up forwards and get them to block the road leading up the hill. When in range make the cannon and if in range the archers shoot at the Night Goblin archers and have your infantry charge the Night Goblin infantry, get the cavalry to charge too and dispatch those little buggers.
If the Night Goblin archers are still alive which if your cannon has been working they shouldn't be then get the cannon and your archers to hold fire (otherwise you'll kill your own men) then charge in the cavalry who will make short work of the weak Night Goblin force.
Once both units of Goblins have been destroyed or have fled get your cavalry and infantry units back and wait for the next two goblin units to appear on the map. They'll come the same way as the others. Take them out like the first batch and the battle will be over. However don't press start button yet!
Send the cavalry to the village to get the chest there and check if the Goblins dropped any chests and get them, once you have finished looting the place press start button and end the battle. You should have less than 5 men killed preferably none.
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Additional notes: MISSION 1:
Since these are 1-skull units it is recommended you send the Infantry in to kill the normal soldiers. However send the fast cavalry to take out the archers since they won't get hit so much. In either case though the only unit that will have no kills will be the crossbowmen in most cases.
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After the battle head to the troop roster and click on army reinforcements. You should now have a full army again; money should be in the 3000 area. If you haven't done so upgrade the Infantry's armour NOW. They are the best infantry in the game and the biggest I wouldn't like to see you lose them because you forgot to get them better armour. Beside it'll save you money in the long run.
**
After the journey to Altdorf you will now have access to a very useful unit. The Carlsson Cavalry will join you. However if you check the troop roster there is a green arrow next to the unit's banner. This means that at some point in the game they will leave you. Some units will rejoin you and stay with you for the rest of the game. Unfortunately the Carlsson's Cavalry are only going to help you for a little bit then they'll be gone and I mean they won't ever join you again in the game. Sucks eh?
Mission 2:
Objective: Ambush the Orc main war party.
Enemy Units: 2 Orc Boyz, 1 Orc Arrer Boyz and 1 Orc Boar Boyz
Take all units you have they will all come into play in this major battle. It's lovely to have an ambush! But as usual it's an attacking not a defence battle and this works against your favour.
The enemy is going to come down a narrow canyon which puts things in your favour at least. Put the Grudgebringer Crossbows on the left side of the battlefield. They'll be on the hill, put them right up the top right and get them to fire at the nearest Orc Boyz unit (the biggest one). Put the Carlsson's Cavalry on the hill near the crossbowmen placing them right in front and set a move marker to move them down the hill and right between the forest and the base of the hill.
The rest of your units should go on the right flank. The Cannon should remain where it is, get it to fire at the nearest Orc Unit, which would be the small band of Orc Boyz.
The Infantry should be placed to the upper-right of the cannon out of firing range and should wait for the Orc Boyz (9 Orcs).
The Cavalry should be below the cannon and should be set to engage the biggest Orc Unit (Orc Boyz 14).
Press start and your cannon will begin firing the Carlsson's Cavalry will come behind the Orc's and your Cavalry will engage the biggest unit of Orc Boyz. Get your archers to hold fire when the Grudgebringer Cavalry charges. Get the Carlsson's Cavalry to attack the Orc Arrer Boyz and when the other Orc Boyz are in range get the Infantry to charge them.
Sometimes both Orc units will attack your Grudgebringer Cavalry if this happens just get the Cannon to hold fire and get the Infantry to attack.
The Carlsson's Cavalry will easily cut through the archers, when the do so get them to charge the Orc re-enforcement's of Orc Boar Boyz. Don't worry they'll survive. Get the Grudgebringer Cavalry and Infantry to attack any survivors and if you have no enemies left get the Grudgebringer Cavalry to attack to Orc Boar Boyz and support the Carlsson Cavalry!
Grab the chest of money that the dead Orc Boar Boyz dropped and then look for any other chests and collect them all. End the battle then, if you didn't kill all the units it doesn't matter but I suggest restarting the battle, it's VITAL experience points and you get more money for slaughtering the greenskins! Casualties should once again be low. Only the Grudgebringer Cavalry and Carlsson Cavalry should have any serious kills because as the faster troops they should have been in heavy fighting. Not to worry about experience you'll be fine it's early stages yet. Get an army reinforcements, this will include the Carlsson's Cavalry who aren't going to leave JUST yet.
You should still have over 3000 gold coins left I hope. Don't bother spending it just yet mind.
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Your band of merry men will set march to a town for once! It is here that you'll meet the Bright Wizard and you'll find him a nice addition to your army. He's with you forever so don't get him killed please!
You'll then march onwards further south towards the badlands where Orcs live! After a short cut-scene you'll be thrown to battle :)
Mission 3: The Undead threat.
Objectives: Defend Town and defeat all undead units
Enemy Units: 4 Zombie units and 2 units of Ghouls
Once again take ALL available units for this battle. Yes you probably won't need any but the Cavalry and the Infantry but hey the more units you have the less chance of YOU being the loser here. This mission is strictly a defensive mission however there is a few problems.
The problem with this "defensive" mission is that it's RIGHT in the middle of town! You have to defend the town and it's villagers from the undead forces that are approaching from the top-right hand area of the battle map.
The town is right in the middle and to make things worst your men are right down the bottom of the town and what's even worst is it's NIGHT time which hardly helps you to see much! PLUS you are gonna have to survive SIX yes that’s SIX waves of attacks!
Overall a suicide mission right? No. The units here are nothing to your well-experienced soldiers!
At the top right area of the deployment area is where you want to put your men. Have the Grudgebringer Infantry to the far right of the building furthest to the right. Have the cannon to the left of that building with the archers to the left of them. Then place the Carlsson's Cavalry to the left of them. The wizard should be deployed with the Grudgebringer Cavalry right behind the Infantry.
Before pressing start command the Carlsson Cavalry to march right up to the top house of the village to protect it! Have the Crossbowmen march up right between the house to the right and the top of the map. Have the Infantry and Grudgebringer Cavalry attack the unit of Zombies at the top of the map and the Wizard follow them. Keep the wizard back though!
The unit of zombies are followed by another unit of zombies! However the combined might of the Cavalry and Infantry (or usually just the Cavalry) will take the first unit out easily. Whatever happens though send the Grudgebringer Cavalry and Infantry to take out the next unit of Zombies. And while doing this get the archers up into firing position.
When you engage the second unit of zombies (we love them don't we!) a unit of Ghouls will appear. I warn you these guys are "average" units so watch who you send to take them out! While your Cavalry and Infantry are busy taking out the zombies get those crossbowmen to shoot the Ghouls. Don't worry the zombie unit will be dead and buried (again) before the Ghouls will get anywhere near your men to harm them!
Just send the Grudgebringer Cavalry into the Ghouls who will fall within minutes. Have the Infantry on standby for any units of Zombies which tend to pop up from the ground anywhere on the battlefield. While fighting the zombies have the Carlsson Cavalry close in to give any support if needed but save the EXP for the Infantry and Grudgebringer Cavalry (it's EASY EXP!)
As usual a unit of zombies will appear usually just to the south-east of where your men are fighting not too far away though so be careful! Send the Infantry to intercept these silly fools and if you can get the Crossbowmen to fire a volley of arrows which does help you after all!
A unit of Ghouls will appear just EAST from where your infantry and zombies are fighting. If you can get the Grudgebringer Cavalry to intercept these terrors or if you think they won't get there in time then get the Carlsson Cavalry to intercept (providing you did what I said and moved them into the battle area!)
If the Infantry finish fighting those zombies then get them to support the cavalry attacking the Ghouls so that you'll have more units free for the next unit that comes up!
A unit of zombies (again) will appear this time from the right hand corner of the map. If the Cavalry and Infantry are still in combat (which they usually are) then send in the Carlsson Cavalry to mop up the weak zombie unit.
****SPECIAL TRICK******
The zombie unit I mentioned above usually does a weird thing of going for the Infantry or Cavalry if you win (ie. The Ghouls are fleeing). This means sometimes you can just wait and let your crossbowmen fire round after round then charge in the Infantry!
Once the annoying zombie unit falls you have completed the mission! Rejoice!
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After the battle check the troop roster do an army reinforcements and then take a look at the Carlsson's Cavalry. A red arrow has replaced the green arrow. This means they will be leaving VERY soon so DON’T bother reinforcing them.
A cut-scene follows and you'll march back up to Altdorf!
At Altdorf the Carlsson's Cavalry will leave you (cry over that!) and you will be joined by two new units to relieve the siege going on at Helmgart (people of Warhammer: SOTHR will remember Helmgart!)
Mission 4: AMBUSH!
Objectives: Survive the ambush and defeat the Brigands
Enemy Units: 3 Brigand Swordsmen, 2 Brigand Archers, 1 Necromancer.
Take every unit you have because this ambush is a nice piece of work! You are going to be hit from all side all at once more than three times so just PRAY for luck cos you'll be needing it!
Press select to see the battle map and you'll see some Brigand Swordsmen to the north. Now put the Grudgebringer to the LEFT hand side of the deployment screen (furthest left and right at the bottom). Set them to move to the top of the hill on the left hand side you'll notice why soon enough!
Have the Grudgebringer Infantry be place EXACTLY where the Cavalry was, and have the cannon to the right get the cannon to fire at the Brigands straight away! Have them useless Helmgart Bowmen to the left of the infantry and the wizard should be right down the bottom MILES away from the action (he's not needed till later in the battle!)
Have the Countess Guards cover the right hand area and the Grudgebringer Crossbows to the bottom to help them out should the need arise (and it usually does!)
The cannon and Helmgart Bowmen should be firing like MAD at those brigands. The Cavalry will reveal the archers in the hills CHARGE them straight away! Keep firing at the guys to the north and watch out for the swordsmen who appear at the right hand side VERY close to your units!
I managed once (somehow) to get the Crossbowmen to fire off TWO rounds at the troops on the right hand side while the cannon fired to the north before the charged from both Infantry… Not helpful in any case except for killing some punks!
The Cavalry will win the first battle most of the time when they do pull them back to the main area of conflict. The Grudgebringer Infantry should win followed by the Countess Guard. Hold these units and get the cannon to fire on the newly arrived Brigand Swordsmen to the top right of the screen.
GET the Countess Guards out of range of the Necromancer (3skull) and the Brigand archers on the hill for now. Most of the time your cannon should hurt the swordsmen enough to make them flee. If they don't get the Grudgebringer Infantry to take them out.
The Brigand Archers on the hill with the Necromancer can actually be taken out with a brilliant shot from the cannon (as it happened several times for me!)
With all units out of the way it's time to play the risk card. This is optional, send the wizard out and blow that necromancer to death! However you'll more than likely lose that! Most of the time though the Necromancer escapes anyway so it's not important. Once all units flee the Necromancer will leave and you'll be thankful you somehow survived such a well planned and annoying attack!
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This is actually one of the "annoying" missions to play
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Note the Countess Guards have a red arrow and will be leaving soon. I'd suggest reinforcing your army and then saving before you continue as you will now have to make a decision.
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You'll head to Bogenhafen where you'll be asked to defend the Countess from the Undead forces. However the attack on Helmgart will be starting soon and you are needed there.
Choose whichever choice you wish.
CHOICE SELECTION:
1) Stay and Fight (go to Mission 5A)
2) Continue to Helmgart (go to Mission 5B)
(don't worry about your choice. You'll end up on the same path again. However any "extra" missions that you face will be listed as Mission: 5.1A for example or mission 5.1B PLUS I STRONGLY SUGGEST YOU CHOOSE CHOICE 1!)
Mission: 5A
So you have chosen the honourable thing to do, and have chosen to defend the countess! The Countess Guard will stay with you for this mission and the Helmgart Bowmen will stay with you and help you out.
Reinforce the Countess Guard if need be and prepare for a battle which you'll have a hard time in indeed!
Objective: Defend the Countess and defeat the Undead forces
Enemy units: 4 zombies, 1 skeleton Archer, 2 skeleton warriors, and 1 necromancer.
Take all units you have. Your forces will surround a church where the Countess will be hiding in. You will be attacked in all four directions and this is going to be a VERY hard mission but one with a lot of extra EXP points!
You only have enough forces to cover three of the Four Corners of the building, which doesn't help so much.
Put the Cavalry, Cannon and wizard to the top-right point these unit will be able to hold out and may be the only units left on the battlefield if you take a bad beating. They will cover all the left flank.
Put the Helmgart Bowmen and the Grudgebringer Infantry to the top-right they'll have the hard job of taking out all enemies to the north and the East.
The Countess guard should be backed up with the Crossbows on the bottom-right side, they'll have to hold off until the Cavalry can offer backup.
A unit of Zombies will approach from the top-left. Have the Cannon fire at them first. Get the wizard to fire a fireball at the Zombie unit that appears out of nowhere to the north!
Get the Cavalry to attack those two units.
Two units of Zombies approach from the South and South East respectivly. Get the Countess Guard to attack the Southern one and if in the highly likely case that they flee get the Grudgebringer Crossbows to fire at them like mad and then focus on the Southern Eastern unit of Zombies.
If the Crossbows ever get charged you have no choice but to pull the Grudgebringer Infantry south to save them
Most of the time the combined might of the Crossbows and the Helmgart Bowmen will get both units to flee. If the Countess Guard don't flee your combined might of archers should be able to take out the second unit to the south-east before they become a threat!
When all zombies have been killed a unit of Skeleton Archers will appear from the South West area. These are potent troops! They are followed by DEADLY Skeleton Warriors to the north-west area. Get the Cavalry to take them out (they fight to the death sorry!)
Another unit of Skeleton Warriors come to the North get the cannon to shoot them and the Grudgebringer Infantry to charge them. Once the Infantry have charged them it'll be a very close battle from this point on. Get the Crossbows to fire at the Skeleton Archers. Don't get the Countess Guard engaged with them because they'll be wiped out before charging and you may need them for any other threats. (Because skeleton's never flee)
Once a unit of Skeletons has been slayed a Necromancer appears from the North. Charge ALL available troops in because this guy is a PAIN in the neck! And killing him usually weakens the whole enemy army! The Infantry should win their fight by now get the Cavalry to take out the archers along with whatever is left of the Countess Guard and keep the Grudgebringer Infantry up to protect the cannon!
The archers should be easy to take out. Finishing that the mission is over, a lot of men are injured and you need a pint of ale. Now your men will rush to Helmgart to see if they can aid the defending humans… The Countess Guard will depart with a lot of thanks!
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On arrival at Helmgart it turns out that the heavily guarded fort has fallen to the Undead forces. Protecting the Countess has delayed your forces too much! The Helmgart Bowmen accompany you to the invaded fort and you now attempt to win the fort back in the name of the Empire! (make sure you reinforce you men)
Mission: 5.1A
Objectives: Re-take Helmgart
Enemy Units: 3 Zombies, 2 Skeleton Archers, 1 Skeleton Horsemen, 1 Skeleton Warriors, 1 Necromancer
Take all units for this battle. You'll now have to re-take the fallen fort of Helmgart.
There are two units of Skeleton Archers on top of the hill and a VERY narrow canyon to the right, which is the only way you can go to attack. Place your cannon to the bottom right and make sure they can hit both units of Skeleton archers. If you place them JUST right you'll find a unit of Zombies right behind waiting to ambush your forces!
Set the Wizard behind the Cannon as back up and the Cavalry to the bottom left of the cannon. Have the Crossbows next to the Cavalry, the Infantry next to them and the Bowmen of Helmgart next to them! (cough).
Now you will have to sit and wait for the cannon to get rid of the archers!
The zombies will move towards you and when in range get both archers and the cannon to blow them to pieces. If need be have the Cavalry charge them but pull them out of enemy range when you've killed em all! In all honesty the Zombies can easily be wiped out by the trio of missile units you have. Once they have been done (use the wizard to fire some fireballs! Oh yeah!) get the cannon to fire at the Skeleton archers again.
For those of you who are bored with waiting I know how you feel but if you do send your units up without taking care of those skeleton archers you are going to be torn apart. Yes you'll win but with a hell of a lot of casulties! Just wait until there is only 1 or 2 skeletons left or better yet if you have the patient shoot until they are dead. It'll save you a lot of dead men turning against you when you send in a "baiting" tactic!
Most of the time the Skeleton archers will pull back especially if you manage to hit a lot of them in one shot. When both units have been hit for nought send the Cavalry up the canyon, they'll uncover two units of Zombies when this happens PULL THE CAVALRY BACK!
Now get all your missile units to shoot at them and have the Infantry charge them with the Cavalry. (there are bigger foes ahead and they usually charge with the Zombies hence the reason to pull back!)
Once the two zombies have been killed in the crossfire send the cavalry back up the canyon, with a bit of luck you'll draw out the Necromancer. The Necromancer should go for the Cavalry who you should pull back. The Skeleton Archers will follow the Necromancer down at all costs SHOOT THAT NECROMANCER. No matter what happens if you take the Necromancer out the undead army will fall like a knife through butter. Also the zombies won't re-animate and come back to life so kill him then kill the archers.
After this send the Cavalry up, now comes the hard part. A unit of Skeleton Horsemen will approach from the north. Send the cavalry to take out this elite unit. If you killed the Necromancer then you'll have an easy win. Get the Infantry up for support too especially since a bunch of Skeleton Warriors will approach from the west and if they charge the Cavalry in the rear they will probably flee!
If the Cavalry do hold out get the Infantry to help them. (in my case they held out but fled before the infantry could help them. BUT the Infantry managed to charged the Warriors and my Cavalry re-grouped and charged them in the rear! Rejoice!)
Finally you re-take Helmgart! What a hard but successful mission. The Helmgart Bowmen will leave now and your Cavalry should have enough experience points to become a 4 skull troop! (This isn't shown on the roster but on the battle map!) If you are a 4-skull troop you will now be a CRACK unit which basically means the biggest hardest and most powerful unit of it's kind. Basically now your cavalry is a 'veteran of battle". The rest of your unit may not have got enough experience to improve their skull rating but don't worry. You should have around 6,000 gold by now. If you wish buy some armour for your new Crack troops of Cavalry.
Head on down for your next choice making time!
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(If you chose not to defend the countess you'll have to on ahead and defend the fort of Helmgart: if you chose choice A then skip this)
Mission: 5B
Objectives: Defend the fort of Helmgart
Enemy Units: 3 Zombies, 2 skeleton archers, 1 skeleton horsemen, 2 skeleton warriors and 1 Necromancer.
So you've chosen not to help a damsel in distress and have decided to march on and go to defend Helmgart. Shame on you! You'll get less EXP and no brownie points from me.
As your force have a brilliant defensive position on top of a hill and the only way up is a narrow canyon this mission should be a pushover… Perhaps not!
Have the cavalry take place right at the entrance of the canyon or the bottom right hand area of the deployment zone. The Infantry should be put next to them on the right and be set to move forwards, while the Grudgebringer Crossbows take the place to the left of the Cannon which should be placed right to the left of the cavalry. The Helmgart Bowmen should be on the left hill ready to shoot at the necromancer at the bottom left battle map. Keep moving your units until you can see him BEFORE starting battle.
Get the wizard to cast disspell on the Helmgart Bowmen who will be firing at the Necromancer (he has some nasty spells) and get the cannon and crossbows to shoot the zombie unit. When possible get the wall of fire spell up to block the zombies and charge them with the Infantry. Get the Cavalry to attack the Skeleton warriors, the cannon and crossbows will make short work of the second unit of zombies most of the time. In either case once the Helmgart Bowmen kill the Necromancer get them to shoot at the Skeleton Crossbowmen on their side and have the cannon and crossbows shoot the other Skeleton crossbow unit until the Cavalry and Infantry can take them both out.
Wait for the Skeleton Horsemen to show up, they are fast so if you can be quick get some cannonballs in before charging with the Cavalry, when done get the cannon to shoot the Zombies then charge them with the Infantry. In either case the Skeleton Warriors will go for the Cavalry 90% of the time so get all units to shoot them down to low numbers so your cavalry has a chance to hold off until the Infantry can rush to their aid.
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After re-taking or defending the tower of Helmgart you'll be having another pint of ale and recovering your dead.
You'll now be approached by the Dwarfs who wish to hire you for a small mission involving some undead foes! You'll be given a choice of helping them or returning to Altdorf.
CHOICE SELECTION:
1) Help fight the undead (go to mission "V1")
2) Return to Altdorf (skip the next part)
It's up to you but I suggest helping the Dwarfs. Doing so gets you EXP and helping them now will make them join you later on in the game. They are a powerful infantry unit if a bit slow very good for defensive missions!
If you choose not to help them they won't join you and you'll have a boring journey back to Altdorf where you'll simply go on to mission 6.
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Mission: Optional Mission 1
Objectives: Defeat the Undead forces
Enemy units: 2 skeleton archers, 2 zombies, Necromancer, 2 Wights, Skeleton Warriors.
You'll now head down to Axe Bite pass near Brettonia.
Take all units you have and prepare for a big battle!
Have the cannon to the far left where they can shoot the Skeleton archers up ahead, the cavalry, infantry, dwarfs to the left of the cannon and the archers and wizard behind your force. Get the cannon shooting at the skeleton archers first.
A unit of zombies will approach, shoot them and have the infantry charge when in range or get the wizard to use flamestorm which will get them to flee. When they flee get your units to shoot at the skeleton archers again.
If no enemy units come send the cavalry in then pull them back and see which units come our, usually you'll be chased by the Necromancer and a unit of zombies KILL the necromancer if you can. He usually flees back to the main force before hand anyway.
Most of the time he'll come round again for another attack, shoot him down with missile units (my cannon hit him with a DIRECT HIT! Lol)
Keep shooting the archers and use the bait tactic with the cavalry again. This time you'll probably get some Wights on your back!
They are fast moving and come with a unit of Skeleton Warriors, get both the Infantry and Dwarfs and Cannon to take them out then get the remaining two units of skeleton archers plus the one that emerges from the north. Another unit of wights appear when you take the archers on so be careful. They are powerful units. Don't forget to get the treasure chest the skeleton archers drop!
This is a hard mission because of the wights, my infantry alone fleed three times and my cavalry (4 skulls) fled twice but stopped to come back again! Thank god!
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You'll return to Altdorf and now see an FMV. After you'll march on to Drakenhof Castle. However you are stopped on the way by an attack force of undead!
Mission 6: Break through the undead forces
Objectives: Destroy the undead forces
Enemy Units: 2 Zombies, 2 Skeleton Warriors, 2 Skeleton Archers, 1 Mummies, 1 Wights
Take all units you are going to need them all! A unit of Wights are at the top of the battle map.
In the middle of the map set the cannon with the crossbows to the right and the wizard safely behind. The Cavalry and Infantry should be to the left. The wights will move out of range so don't bother trying to hit them they are a decoy and they have the powerful banner which will make them fight to the death!
Use the "baiting" tactic with the Cavalry send them up then back and you'll bring out two units of zombies and a skeleton warrior unit. The zombies have been bumped up to skull grade 2 now so watch out! Get the cannon and archers to demolish the zombie unit to the right and the infantry should take out the zombies on the left. The skeleton warriors can be taken out with the cavalry and when free the Infantry.
While the fighting goes on have the Crossbows and cannon fire at the skeleton archer unit that emerges to the middle-left of the screen and charge them with the infantry.
Them dealt with get the Cavalry to bait again and you'll pull a unit of Skeleton Warriors and archers from the upper-right and (3 skulls) mummies from the upper-left. Get the cannon and archers on the Warriors and then the mummies and use the firestorm spell to destroy the warriors and delay the mummies. The infantry should charge the Warriors and the Cavalry should charge the mummies.
Get the archers and cannon to fire against the Skeleton Archers.
Move the wizard out of enemy archer range and then when you can charge the archers with the cavalry!
Once done move all forces up and charge the skeleton warriors and the Wights. You'll have a hard time taking out the wights but don't worry too much just throw everything you have. Once you slay the Wight's grab the magic banner they had and the chest up the top of the battlefield!
You'll now have two new magic items. The first is the Banner of Defiance and the other is the Enchanted Shield.
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Travelling to a nearby town (Kemperbad) you will be joined by the Imperial Greatswords. Players of the first game will remember this unit as the Carroberg Greatswords! For now just buy them more armour it's only 450G so don't worry bout your coffers for now. From here make sure you're army is FULLY reinforced. There's going to be a HUGE battle next which will more than likely result in the death of some of the good units.
Travelling further south you meet some Flagellants who join your cause.
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Mission 7: Oh not another one! AMBUSH!
Objective: SURVIVE!
Enemy units: 2 Night Goblin Archers, Night Goblin Shaman, 2 Giant Scorpions, 2 Gigantic Spiders, 2 Night Goblins.
Deploy the cannon in the top right hand corner. The Grudgebringer Infantry to the bottom right, the Cavalry left of the cannon and the Imperials left of the Cavalry with the Archers below them and the Flagellants below them. (It's all about where the troop face I'll leave that to you. Make them face different ways please!)
Night Goblin Archers will appear to the right and left. The left batch come with a Shaman. Send the Grudgebringer Infantry to the right and charge the archers. Having the Crossbows shoot the Shaman and the Flagellants charge the archers to the right.
The Shaman should get killed. The Flagellants should be able to absorb the Fanatics attack and deal with the archers.
Get the cannon firing at the Giant Scorpion at the top left and if they can't kill it charge it with the Cavalry.
A Gigantic Spider will appear right below the Grudgebringer Infantry after they kill the Archers. Providing your infantry have the Banner of Defiance charge the spider.
The Giant scorpion to the bottom left should be charged with by the Imperial Swordsmen and Flagellants if possible shoot with the archers before hand if you can.
If you are lucky the Greatswords will charge into the archers AND Scorpion saving whatever is left of the Flagellants (2 left for me!)
Night Goblins will appear below the Grudgebringer Infantry once again CHARGE!
Once you kill the Scorpion another unit of Night Goblins appear heading to your archers if they haven't yet moved. Shoot them and keep the cavalry on standby. Charge the Night Goblins with whatever infantry you have left.
Get the cavalry to charge the Spider to the top left… *Pray*
Once the Cavalry is done get them back to the cannon. Same goes for all other units that have finished fighting.
Have the Imperial Greatswords pick up the treasure chest that the Night Goblins drop (if you picked it up when you defeated the shaman then they won't have it)
And there you go. Another battle done, hopefully if luck has it no one got destroyed.
Reinforce your men and get set for another long trip.
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SECTION 6.0: SPECIAL ITEMS
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Grudgebringer Sword: This marvellous sword is in your possession from the start of the game! You can shoot fireballs which I recommend you do *just* before you charge an enemy! It *sometimes* makes them flee! It also is a brilliant weapon as it allows whoever uses it to hit more accurately! This should be kept with the Grudgebringer Cavalry at all times. (You have it at the start of the game)
Potion of Strength: This potion is found with the Dwarf Warriors once you help them. It can only be used once and basically lets you do more damage in close combat for one round only. Useful if you charge a STRONGER unit than yours! Give to the Infantry or anyone really not the wizard! (Found if you help the dwarfs)
Banner of Defiance: This makes your unit fight to the utter death. Useful indeed giving it to the cavalry has its downsides though. If they die since they NEVER flee the games over. Give it to your wonderful Infantry! (Found in mission 6)
Enchanted Shield: This just gives an extra shield rate although it isn't shown. Give it to anyone, I gave it to the cannon for added protection against the skeleton archers! (Found in Mission 6)
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*Section 7.0*
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Spell book:
Bright Wizard spells:
1. Dispel Magic: Costs 1 magic point:
Description: Dispel Magic creates an aura of Anti-magic around the chosen friendly regiment, and any offensive magic entering this zone of protection may be neutralised. It may also be casted on a unit, which is currently engulfed with magic. Dispel magic is more effective when more magic is channelling into it, but its potency is reduced after each attempt to dispel.
Effectiveness: Against those Necromancers you'll need this every day of the week. It's handy against every spell that the enemy uses. Use it on a unit that you know will face an enemy wizard beforehand and they'll be safe!
2. Fireball: costs 1 magic point:
Description: A fiery ball of energy blasts forth from the mage's hands and hurtles towards its target wounding any troops in the blast area. The spell has a medium range and armour offers NO protection from the searing blast. By channelling more magic into the spell, the mage can produce multiple fireballs
Effectiveness: Use against zombies and an on target fireball will wreck the unit. Effective against some other units especially heavily armoured Orcs and Necromancers I suggest using these as a missile option. Shoot them into the enemy right before a charge from the cavalry and you'll have them running away!
3. Sanguine Sword: costs 3 magic points:
Description: Magical flaming swords will materialise around the mage and will attack enemy units on behalf of their invoker. The swords fly towards any nearby enemies, each dealing a powerful blow before returning once more to the caster's side. The spell lasts for a short while before the sword's fade away.
Effectiveness: Use when close to enemy units or in hand to hand. I've never seen this really and I've never got the spell in a battle before!
4. Blast: costs 2 magic points:
Description: A powerful attack, blast launches a lethal volley of burning energy at the target. The range is of a medium distance, but the flames deal a lethal blow to all but the hardiest of targets.
Effectiveness: This should wipe out some zombies or skeletons. However I've never ONCE in this game have managed to have this spell in the battlefield don't ask why.
5. The Burning Head: costs 2 magic points:
Description: A phantasmal flaming skull flies from the mage's hands and travels a short distance until the spell expires or hits a solid object. The disembodied head causes a good amount of damage to any target it passes through, and its unearthly laughter can cause units to flee in fear.
Effectiveness: Used against Orc's and Goblins this can be handy. Against the undead though I wouldn't really know. It effects allies as well so use caution when deploying this spell!
6. Conflagration of Doom: Costs 3 magic points:
Description: This powerful spell creates a flaming meteor, suspended in the air high above the heads of enemy troops. The meteor crashes to the ground delivering an awesome blast to anything onto which it falls. The mere sight of the flames descending from the sky is often enough to make the enemy flee in fear.
Effectiveness: Undead forces don't fear nothing because they cause fear. In effect though a successful hit from this spell will wipe them out!
7. Flamestorm (fire wall): costs 2 magic points:
Description: A fierce column of fire erupts from the ground spewing forth flame and ash. All troops who are caught in the blast are burned and attempt to back away from the flames. The spell stays in effect for a short time unless dispelled or cancelled by the casting mage. Only one flamestorm can be in effect at any one time.
Effectiveness: Oh hell yeah! This is an awesome babe of attacks when placed in front of your troops causing the enemy to walk into a wall of fire to BURN! The thing that comes to my mind when thinking of this spell is "burn baby burn!" Use against zombies and skeletons of course seeing as skeletons will just stand in the flames and die!
8. Crimson Bands: Costs 3 magic points:
Description: Twisting bands of energy entwine the enemy unit, entangling them and rendering them unable to move, fight shoot or cast spells. It remains in effect for a short time until dispelled or cancelled by the caster.
Effectiveness: Sweet spell. I hadn't thought of using this against a mage I MUST try that! Of course use it against an enemy unit and shoot at them and laugh as they die die die! Mwahaha.
9. Wings of fire: 2 magic points:
Description: The mage is lifted up on ethereal fiery wings and is transported to another part of the battlefield. This can take the mage into close combat with the usual advantages, but not into any areas that are normally inaccessible.
Effectiveness: Handy to get the hell out of a nasty situation!
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