Warhammer SOTHR Informal FAQ


                                                                                
Warhammer: Shadow of the Horned Rat                                             
Informal FAQ 1.0 by Bill Tindall                                                
bkt@wwa.com                                                                     
July 28, 1996                                                                   
                                                                                
Contents                                                                        
--------                                                                        
I.   Introduction                                                               
II.  Strategy tips                                                              
III. Notes about managing your troops                                           
IV.  Mission help (under construction)                                          
V.   Wish list                                                                  
VI.  Magic Items list (borrowed from Stephen Di Ciano)                          
                                                                                
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Introduction:                                                                   
                                                                                
Warhammer SOTHR is a real-time fantasy battlefield strategy game which          
                                                                                
is very challenging.  While there are a few shortcomings to the                 
interface, on the whole the game is rewarding and definitely worth              
playing for anyone who enjoys this type of experience.                          
                                                                                
Since I haven't seen any kind of FAQ or strategy guide for this game            
(and I certainly could have used one when I started the game), I                
thought I'd throw something together which may offer some help.  I              
have no intention of being comprehensive, just helpful (hopefully).             
Of course, what I'm suggesting here works for me, but you may have              
your own strategies which may work just as well or better.  The game            
is quite winnable once you learn how to strategize and perform the              
necessary tactical maneuvers as the battle progresses.  It is a                 
difficult game to learn, but of course that's what you have the save            
and restore game options for ;).  If anyone wants to contribute more            
information to this FAQ, please email me and I'll include it                    
(bkt@wwa.com)                                                                   
                                                                                
Actually, it took me a long time to learn the principles I'm sharing            
here, and a lot of frustration.  It's only because I enjoy this game            
so much that I took the time to learn this stuff.  I even cheated by            
using my hex-editor the first time through just so that I wouldn't get          
completely discouraged.  But by the time I got to the end I found I'd           
learned the game well enough to win without cheating, so that's                 
exactly what I did the second time through.  Hopefully, with the help           
of this FAQ you'll be able to tackle the game without the initial               
frustrations that I suffered.  I'm assuming you learned the mechanics           
of the game from the manual, so I won't rehash information that you             
already have.                                                                   
                                                                                
Personally, I'd love to see a lot of people start enjoying this game,           
so maybe there will be a sequel!  It really is a wonderful game, even           
with a few flaws.                                                               
                                                                                
Feel free to distribute this all you want, just don't change my stuff           
and give proper credit!                                                         
                                                                                
Good luck, and may the Winds of Magic always blow your way!                     
Bill Tindall                                                                    
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Strategy Tips:                                                                  
-------------------------------------------------                               
1.	Embark on the campaigns in this order:                                       
                                                                                
-First, the human missions around Wissenheim.  They allow you                   
to acquire some much needed troops and gain much needed                         
experience points.  I recommend you perform all of these                        
missions, though you can skip them if you want to as soon as                    
you meet the dwarves and Ceridan.  Or wait until you get the                    
mortars and then skip the rest.                                                 
-Second, the Dwarf defense of Zhufbar.  You are going to need                   
dwarf help to pass through the mountains and complete the Elf                   
missions later.                                                                 
-Third, the Elf missions in Loren.  You need to perform these                   
before you can get to the final battle.                                         
                                                                                
Along the way, don't let anyone bully you into hurrying.  You have              
plenty of time to take on extra missions along the way.  Remember,              
YOU are the Commander.  Take on anything that's in YOUR best interest.          
                                                                                
                                                                                
2.	Avoid going on the offensive whenever possible.                              
                                                                                
As in real battlefield warfare, it's easier to defend than attack.  In          
                                                                                
fact, this is doubly true in SOTHR.  There are only a few missions              
where you have to take an offensive approach, and these should be               
handled very carefully, one step at a time.  Except in such cases, and          
                                                                                
in the very earliest missions when the forces at your disposal are              
limited, the most important rule for every battle is to line up your            
forces in defensible and reinforceable positions, bringing maximum              
fire power to bear on the approaching enemy.                                    
                                                                                
Keep these principles in mind:                                                  
                                                                                
-Arranging your defensive line prior to the battle (or at the start             
of the battle, if you're under ambush) is usually the key to                    
winning.  About the only time when this is not true is when                     
you're required to protect someone or something, but even                       
then you must have a good strategy for attack.                                  
-Place your reserves in a position to reinforce the most likely                 
points of attack.                                                               
-Place your wizard(s) in position to get a clear shot at the                    
enemy.  If any of your troops get in the way of your wizard's                   
attacks, you can kiss them goodbye.                                             
-I like putting the Wizards on the right and left flanks of my                  
defensive line.  From there they get a good shot at the                         
approaching enemy troops while they're less likely to become                    
targets themselves.  If an enemy regiment approaches, make                      
the wizard move back and move a fighting unit to protect him.                   
Although you can have three wizards later in the game, you'll                   
never want to use more than two (if that) in a single battle.                   
There just aren't enough magic points available                                 
-Place missile units slightly behind your line of defense so that               
they can maintain continual fire on the approaching enemy.                      
Later in the game, the Imperial Cannon and the Wood Elf                         
Archers are especially good at tearing the enemy apart as they                  
advance.                                                                        
-The heart of your defensive line should be infantry.  These                    
units are cheap (generally) and thus more expendable.  Let                      
them take the hits from enemy missile units if necessary and the                
brunt of the enemy's charge.  Once the infantry is engaged in                   
hand-to-hand combat, it's time to send in your reserves to                      
crush the unfortunate attackers.  There are other reasons why                   
this strategy works best.  Infantry are much slower to respond                  
to orders than any other unit, especially if they're dwarves, so                
they perform much better when all they have to do is hold a                     
position.  Also, if they go into retreat, they are less likely to               
completely run off the battlefield before they rally, since                     
they're moving slowly.  Then you can bring them back into the                   
fight.                                                                          
-Use your cavalry and other quick moving units (such as                         
Ceridan) as reserves.  Place them in position to reinforce the                  
expected point of attack.  When the infantry starts hand-to-                    
hand, cavalry can enter the fight quickly, attack the enemy's                   
flank, and turn the tide of battle.  Alternatively, cavalry or                  
other fast moving units can be used as decoys to draw the                       
enemy off from key points on the battlefield, or to draw the                    
enemy into an arranged fight with your infantry.                                
(I've found the book's suggestion on page 100 that you "Use                     
your cavalry regiments to hold back the enemy while your                        
slower infantry regiments come into play" to be a recipe for                    
disaster.  Nine times out of ten the fight will already be decided              
by the time you can get that slow infantry involved, if ever.                   
Instead, let the enemy come to you.)                                            
-Use the Amber Wizard to slow down the enemy (with the                          
Curse of Anraheir or the Tangling Thorn).  While he slows or                    
holds them, your missile units can pulverize them.                              
-Turn off the AI for your defensive units, so they don't engage                 
too soon.  Once a formation is broken it's difficult to put back                
together in the heat of battle.  After they're engaged you can                  
usually turn the AI back on.  Remember that the enemy's                         
charges, although they sound terrifying, have no special effect                 
if your defenders are facing the charge (except with monsters                   
such as Rat Ogres).                                                             
-Don't attack or defend uphill when you can help it.  Your units                
will have a disadvantage fighting, and your missile units will                  
have a hard time hitting the enemy (they may just fire into the                 
side of the hill!).                                                             
                                                                                
                                                                                
3.	Focus your efforts on doing as much damage as possible prior                 
to engaging in hand-to-hand combat.                                             
                                                                                
One of the best ways to lose your troops is to engage them in close             
fighting.  While this is inevitable much of the time, you want to               
avoid                                                                           
it as long as possible so that your missile units can do maximum                
damage first.  If you nail the vanguard units with the Curse of                 
Anraheir, for example, the units behind them must also slow down or             
go around.  Blast them all with missile fire.  The mortars are                  
particularly useful in this type of situation since they're not very            
accurate.  But if the enemy is bunched up they're easier to score hits          
on.  Try to force the enemy to bunch up and pass through a narrow               
portion of the battlefield so you can direct all of your missile and            
magic fire on that sector, creating an effective "killing zone".                
                                                                                
4.	You can't micromanage everything on the battlefield, so once                 
you get things setup, spend most of your time with your most important          
units.                                                                          
                                                                                
The most important unit of the game is the Amber Wizard, thanks to              
the value of his spells and the fact that he is with you from early on          
                                                                                
and long enough to build up maximum experience points.  And, he's               
cheap!  Make sure he is not killed in any battle, because he is                 
practically impossible to replace until after Zhufbar.  (Of course, I           
never tried continuing on without him, so I don't know for sure.)  If           
you lose him, you may want to quit and restore the previous battle.             
He can do more damage than anyone else, especially if he has the                
Flock of Doom spell, so make sure you pick out his targets and use              
the most appropriate spells.  He is also indispensable at taking on             
the enemy Shamans, Seers, Trolls, Ogres, and Giants with the Hunting            
Spear spell.  You can keep him out of the way of nasty enemy                    
charges with the Flying Bower, if you get that spell.  The only                 
problem with the Flying Bower is that just when you need it you may             
find there are no magic power points available-OOPS!                            
                                                                                
After your wizards, keep close tabs on your missile units.  They have           
a tendency to target a regiment, and then stop firing when that                 
regiment comes into hand-to-hand combat, thus doing nothing for                 
precious minutes.  When that happens, you need to redirect their                
target to something they can shoot at clearly.  Also, make sure their           
missiles are hitting their targets.  They may just be shooting into             
the side of a hill ineffectually and you'd better do something about            
it.                                                                             
                                                                                
The Dwarf Gyrocopters are worthless without constant personal                   
attention, and you can really only use one at a time.  Keep the others          
back out of harm's way until you need them.                                     
                                                                                
Also, pay attention to your strategic map to determine what areas of            
the battle you need to intervene in.  When an enemy charge                      
approaches your defensive line, you need to intervene to concentrate            
your forces appropriately.  Protect your missile units, and hold back           
your reserves until the enemy is committed.  Then send in the                   
reserves quickly, preferably upon the enemy's flank or rear, to turn            
the tide of battle.                                                             
                                                                                
5.	The Enemy troops are different and each type of unit requires                
a different strategy for destroying it.                                         
                                                                                
Goblins, for example, are fast but tend to gather in large groups.              
Best to attack them with mortar fire and especially arrows since they           
go down easily, or at least the smaller Goblins do.  If they're riding          
on wolves then zap them with the Curse of Anraheir.  They almost                
always break and run.  The same with Orcs on boars.                             
                                                                                
The Orc Big'uns are particularly nasty in close fighting, so avoid              
hand-to-hand with them.  They are good candidates for the Tangling              
Thorn if you have it, but be especially careful not to let any units            
engage them while they are tangled.  Since they can't retreat under             
such circumstances, they'll fight to the last Big'un, taking as many            
of your guys with them as possible.  Instead, hit them with missiles            
and spells.  In any case, try not to let a regiment of Big'uns get              
close to any of your forces unless under ideal conditions (i.e., you            
charge them from the rear).                                                     
                                                                                
Monsters will strike fear in any regiment, so don't send any regiments          
against them.  Instead, let your Amber Wizard take them out with                
Hunting Spears.                                                                 
                                                                                
The same goes for enemy wizards of various types, seers and                     
shamans.  Infantry and cavalry will probably not fare well against              
them.  Kill them as soon as possible with Hunting Spears.  The only             
missile unit which I've found to be at all effective against them are           
the Wood Elf Archers.  Even direct hits by artillery don't seem to              
kill them.  Grey Seers are especially dangerous when they use the               
Madness spell, which can turn your own forces against you.  Make                
killing them your number one priority going into the battle.                    
                                                                                
Skaven are somewhat of a mixed bag.  The Skaven Slaves are sent at              
you basically to wear you out.  Knowing that, you want to avoid                 
letting them do it.  Use mortars and arrows on them when possible.              
If you have to fight hand-to-hand, try to rout them quickly in                  
preparation for the units that follow.  Don't let your units waste              
time tracking them down when they're fleeing, if you can help it.               
                                                                                
Stormvermin, on the other hand, are very nasty to get entangled with.           
                                                                                
So avoid getting entangled whenever possible.  Don't even send in a             
unit to finish off a battered Stormvermin regiment, unless you want to          
lose your unit.  The Stormvermin are really missile firing units that           
tend to blow up when defeated, killing any of your guys that are                
close.  The best weapon against Stormvermin is the Dwarf                        
Gyrocopter which can sneak in behind them and blast them with                   
steam continuously until the Stormvermin blow themselves up.  Once              
you attack a Stormvermin regiment with Gyrocopter steam, keep                   
after it relentlessly even after it starts to flee, until it blows up           
in green flame.  Your Gyrocopter should be safe from the explosion              
since it's elevated.  If you don't have a Gyrocopter, send your                 
wizards after the Stormvermin, but only after you've first dealt with           
enemy wizards, the biggest threat.  In general, arrows are not very             
effective against the tough-skinned Stormvermin, so expect a difficult          
time if you have to go after them with bowmen.                                  
                                                                                
Enemy artillery units, such as Doom Divers and Rock Lobbers,                    
should be dealt with last, after you've defeated all other enemy                
units.  In other words, stay out of range of enemy artillery as much            
as possible in the first part of the battle.  All the rest of the               
regiments coming at you are enough to keep you busy.  You've got to             
get those enemy wizards and roving missile units taken care of first.           
Then when you've defeated the onslaught in detail, and only then, send          
appropriate units to kill the artillery.  The Dwarf Gyrocopter is               
great at this since they won't able to hit it as it swoops in to                
pulverize them with steam.  If you don't have one of those, send in             
your fastest units to charge the enemy.  Spread out your forces and             
send them all in at once to rush the enemy and engage in hand-to-hand           
combat as soon as possible.  You can even pick an expendable unit to            
send first (all enemy artillery will target it) and after they open             
fire, slip in some other units to finish the job.                               
                                                                                
Dragons:  don't even think about trying to fight one.  You can use              
the Curse of Anraheir on one, however, to slow down the Dragon's                
attacks.                                                                        
                                                                                
                                                                                
6.	The dwarves are your best friends and won't steer you wrong.                 
                                                                                
Best of all, they pay well, so they are naturally good allies for               
mercenary armies to have.  You can't ignore the Elves in order to               
finish the game, but the dwarves will help you with that as well.               
                                                                                
                                                                                
7.	Base the amount of resources you devote to a mission on how                  
much you are getting paid for it, under the following conditions.               
                                                                                
Always save the game before starting a mission.  On some missions               
you won't need to fight any battles, so you'll want to save money by            
not assigning any more regiments to fight than you have to.  Do a               
restore and try it again.                                                       
                                                                                
Early in the game when you are fighting around Wissenheim, you will             
need practically all the troops you can muster for every fight, with a          
couple of exceptions.  After you get the mortars you won't need                 
them for every battle, nor every other unit all the time afterwards.            
Use the wizard effectively, and you'll be OK.  Let the offer of                 
payment be your guide.  If you are offered 800 crowns to do a job,              
make sure your expenses come in less than, but not too much less                
than 800 crowns.  The money you are offered around Wissenheim is                
fair and should enable you to make a small profit with each mission.            
More important are the experience points you earn by completing                 
these missions.                                                                 
                                                                                
When fighting for the Dwarves, remember that they always pay more               
than what you need to make a profit.  Expect to make a great deal of            
money on the defense of Zhufbar, and you won't need to use all your             
troops on the missions.  The exception is the one time they pay you             
for each man you're able to field.  Send everybody on that one and              
make a real financial killing!                                                  
                                                                                
When fighting for the Elves, remember that they always pay less than            
what you need to make a profit.  This is not so much because the                
Elves are cheap but because you've amassed a large army (hopefully)             
by this time that you have to support with retainers.  In fact, it's            
when fighting for the dwarves that you make more than enough money to           
cover your costs for fighting for the Elves.  When you get a mission            
from the Elves in which they offer 500 gold crowns, expect to spend             
600 or 700 crowns just to get the job done.  Even so, all of the Elf            
missions are worthwhile and most of them are required.  Don't worry             
though.  If you performed well for the dwarves you should have been             
able to amass over 10,000 crowns after you arrive in Loren and get              
paid there, more than enough to complete the game successfully.                 
                                                                                
Remember that you can't assign more than 13 regiments to any one                
mission, so don't get too concerned if you lose one or two regiments.           
                                                                                
Actually, it may serve you well to have lost a couple later in the              
game so you don't have to keep paying them a retainer (or you can               
always fire them).  The Grudgebringer Cavalry is required and the               
Amber Wizard is practically essential until you can acquire other               
wizards later in the game.  Most of the other units are not essential           
(though I'd hate to go into the final battle without at least two               
canon and the Elf Archers, and either good cavalry or a Gyrocopter).            
                                                                                
8.	One of the best refinements in this game is the way the                      
missiles are fired on the battlefield.  The missiles behave as they             
would on a real battlefield.  They go up in the air and go down in an           
arc or else they hit something on the way, realistically.  Each type            
of unit fires differently.  Plan appropriately.                                 
                                                                                
With this in mind, prepare your missile attacks.  It does no good, for          
example, to hide a canon behind a cliff, because all it will do is              
fire into the cliff.  Instead, hide the mortar behind the cliff                 
because it fires up into the air and over the cliff.                            
                                                                                
Archers also shoot into the air, especially longbows.  Your longbows            
may be able to fire over an obstacle that your crossbows would fire             
directly into.                                                                  
                                                                                
So mount your straight-firing canon on the tops of hills.  Put your             
mortars behind the hill so they can fire over it from protection.               
Crossbows should go with the canon, and longbows with the mortars.              
Elf Archers are effective from just about anywhere, unless the target           
really is shielded from them completely.  But of course, you have to            
watch the Elves closely since they like to advance on their target,             
exposing themselves to counter attack. (Stupid Elves!  They really              
need a baby-sitter!)                                                            
                                                                                
Wizards are really the most stupid of all the missile units, however.           
                                                                                
You have to give them plenty of room to work and don't let any                  
friendly units get in front of them.  If you place an infantry unit in          
front of your Amber Wizard, for example, and let him attack an                  
enemy regiment continuously with Hunting Spears, he'll happily                  
launch spear after spear into your infantry until they've been wiped            
out and he can proceed to wipe out the next unit that gets in his way.          
                                                                                
The other wizards are no better.  That's one of the big reasons why             
you have to manage wizards carefully.  Also, the idiots are going to            
keep firing their least effective spells at approaching enemy                   
regiments, unless you manage them closely and make them use an                  
appropriate spell.  For example, the Amber Wizard should use the                
Hunting Spear against single person regiments like wizards and trolls,          
while the Flock of Doom is much more effective against masses of                
infantry like Goblin Stickers and Skaven Slaves.                                
                                                                                
                                                                                
9.	Make sure you don't miss the magic items in the game; they are               
very important.  There is a complete list below, if you don't want to           
search every single battlefield.  Even if you don't make money, a               
mission can be worthwhile if you acquire a magic item.  Make sure your          
most important units acquire the items and can use them appropriately.          
                                                                                
For example, it does little good to give the Dread Banner to a                  
Wizard, because wizards never charge anyone.                                    
                                                                                
                                                                                
10.	Often you can't control whether your units chase after a                    
routed enemy regiment to finish it off, but sometimes you should try            
and sometimes you shouldn't.                                                    
                                                                                
Don't chase after Stormvermin, which blow up, or Plague Monks,                  
which keep firing filth even when running away.  Your pursuers will             
pay a heavy price.                                                              
                                                                                
When your units are needed elsewhere, naturally you'll want to rally            
them as soon as possible to send them where they're needed.                     
                                                                                
Otherwise, when you've got an enemy regiment on the run, that's the             
best time to finish them off.  Rarely will they score any hits on your          
forces while they're running away and they're easy targets.  Killing            
them increases the experience levels of your units and prevents the             
enemy from rallying later and coming back at an inopportune time.  I            
hate it when an enemy unit flees and then suddenly finds it in itself           
to rally just when it's passing by my vulnerable missile units!                 
                                                                                
When enemy units are fleeing across the battlefield, even after you've          
won the battle, track them down and finish them off.  You get the               
extra experience points which allow your forces to improve their                
skills.  Missile units will target fleeing regiments if you order it.           
                                                                                
Otherwise, direct a fast unit to move across the path of a fleeing              
enemy and run them down.                                                        
                                                                                
Dwarves are so slow they won't catch any enemy units that are                   
fleeing, so always try to rally the dwarves ASAP and put an end to              
their futile pursuit.                                                           
                                                                                
11.	Be sure to space your artillery units far enough apart so that              
they don't blow up!  This includes mortars, canons, and hellblasters.           
You should be able to fit about two good sized infantry units in                
between each artillery unit, or else the artillery units stand a good           
chance of blowing themselves up when the battle commences.                      
                                                                                
At the same time, if you space your artillery units too far apart they          
are harder to defend and one of them will invariably be out of                  
position to fire at the most crucial moments.  So space them and                
place them carefully.                                                           
                                                                                
12.	Pay close attention to terrain so you can use it to your                    
advantage.  Spy out the land before the battle starts, if possible.             
                                                                                
I once used the Celestial Wizard's Wind Blast spell to hold off an              
entire army for 10 minutes and as the enemy units went the long way             
around they were easily picked off one by one by my missile units.              
Two Orc Archer units remained and it looked like it would be an easy            
and glorious victory, but the archers wouldn't die no matter how                
many arrows and cannon shot I threw at them, after the Wind Blast               
was removed.  Only after I took a number of casualties, including my            
Celestial Wizard killed by those archers, did I look closely at the             
terrain and discover that the enemy archers were standing in a low              
place behind a hill.  My missile units kept hitting the front of the            
hill without doing much damage, while the enemy archers were firing             
freely from behind their protection.  I ended up sending a unit of              
cavalry to trounce them.  But if only I'd looked at the terrain I               
could have placed some of my own archers down along the enemy archers'          
flank where they could have had a clear shot.  Or I could have nailed           
them with appropriate magic spells, like the Flock of Doom, which               
are not limited by terrain.  Instead I lost a wizard and some other             
valuable men.                                                                   
                                                                                
Of course, if the enemy can do something like this, why not do the              
same to him back?  Hide your units so they can't be hit by missile              
fire until they are needed.  Let your mortars fire from completely out          
of site so they remain safe.  If your wizard casts his spells from              
behind trees, no one will ever touch him.  This game is very good at            
making realistic use of the terrain and it should be easy for you to            
take advantage of this better than the computer opponent does.                  
                                                                                
13.	Read the books in Dietrich's wagon.  Only there can you get                 
current information about races, spells, magic items, and the                   
abilities of your own troops.  You especially need to know how to use           
the magic items if you want to be effective.  Read about every new              
item you get.                                                                   
                                                                                
14.	Hire everybody you can (unless you're really short of money).               
                                                                                
The best units are the ones you don't have to pay.  I usually assign            
those to nearly every mission, unless their numbers are decimated and           
you need to give their wounded time to recover.                                 
                                                                                
I have completed the game twice while hiring every possible unit I              
could.  You may be running a bit short of money at the time you                 
reach Nuln for the first time, however.  In that case, you don't need           
to hire everyone there.  Some of the units are expensive.  If you've            
got enough healthy infantry, you can skip the Greatswords or the                
Halberders.  They are both good but expensive units.  Make sure you             
do hire the artillery units, however.                                           
                                                                                
Remember that if you've lost a lot of troops, the good part is that             
you don't have to keep paying them.  The only unit you can't lose is            
the Grudgebringer Cavalry, of course.  Everybody else can be replaced.          
                                                                                
Notes about managing your troops                                                
---------------------------------------------                                   
                                                                                
Just as there are different types of enemies you have to know how to            
deal with, the forces you command are equally diverse.  Success often           
depends on how to use your forces wisely, so here are some tips on how          
to do so.                                                                       
                                                                                
1.	Wizards                                                                      
                                                                                
These are the most important units of the game, so manage them                  
carefully all the time.  You really only need one wizard on the                 
battlefield at any given time, and more than one in action means                
thinly spread availability of magic power points.  I won't repeat all           
that I said above about wizards, but here are a few other things to             
remember.                                                                       
                                                                                
Make sure you save your magic points for the most crucial spells.  If           
you tell your Amber Wizard to continuously attack a regiment, he                
will use the Curse of Anraheir and Hunting Spears.  But the Hunting             
Spears' effectiveness against masses of infantry is not always                  
satisfactory.  Let him use the Flock of Doom in such situations if you          
have it.  And don't ignore the Tangling Thorn which can stop a                  
powerful unit.  The front unit will block the ones behind it from               
proceeding.  And don't let the Celestial Wizard waste all of his power          
points on ineffectual lightning.  The Storm of Shemrek can turn the             
tide of battle, while the Wind Blast can halt an advancing army, and            
I've seen it happen.                                                            
                                                                                
Make sure an enemy is in range before trying to cast a spell on him.            
Otherwise, you've wasted the magic power points.  You'll have to                
learn from experience what the wizard's maximum distance for spell              
casting is.  Only if you tell him to continuously attack a regiment             
will he actually move himself into position (but then at least you'll           
know when he's in range!).                                                      
                                                                                
Most important of all about wizards, make sure your other units                 
already have their marching orders from the start so you can spend              
your time managing the wizard closely.  Work with him carefully and             
he can almost win many of your battles for you single-handedly.                 
                                                                                
                                                                                
2.	Cavalry                                                                      
                                                                                
For some reason, although the book says that cavalry will have a                
movement rate of 8, in actuality it's only 4.  So moving across                 
country the cavalry really aren't all that fast, and it's silly that            
cavalry should move at the same rate as infantry.  Hopefully there              
will be a bug fix for this.                                                     
                                                                                
However, I still find it much easier to maneuver cavalry around the             
battlefield than infantry.  They respond more quickly and seem better           
at moving into position.  Use them to charge the enemy's flanks.                
                                                                                
                                                                                
3.	Infantry                                                                     
                                                                                
The heart of your army.  Use them to setup a defensive line as                  
described above.  There are several excellent infantry units available          
                                                                                
in the game, both human and dwarf.  The Grudgebringer infantry only             
becomes really good if you build up enough experience points for                
them (which is hard to do-it's cheaper to field dwarf infantry                  
instead).                                                                       
                                                                                
Larger formations of infantry are especially difficult to manage on             
the battlefield.  They don't maneuver very well, and you can spend              
half the battle just trying to get them into position.  So don't waste          
time with that.  Let the enemy come to you, pulverize them with                 
missile units, then meet them with your infantry.  Let the infantry             
hold them while your cavalry rushes in to finish them off.  Piece of            
cake, right?                                                                    
                                                                                
                                                                                
4.	Archers (Crossbows, Longbows, Archers)                                       
                                                                                
Although crossbows were historically a very important unit and they             
have a good strength skill, they don't seem especially strong in this           
game.  I have a hard time just trying to get the Mercenary Crossbows            
(available early in the game) to advance a single level in experience           
(2000 points).  Still, they can hit the enemy without getting hit               
back, which is what bowmen do best.                                             
                                                                                
The Longbows are a little bit more effective, mostly, I think, because          
they fire higher into the air and over obstacles.  However, their bows          
are less effective strength-wise.                                               
                                                                                
It's not until you get the Wood Elf Archers that you find out what              
archers can really do.  As long as they don't have an obstacle in               
their way, they can tear enemy formations apart with their accurate,            
rapid fire.                                                                     
                                                                                
Set your archers in position to bring maximum fire power on the                 
enemy while not exposing themselves to the same thing.  If they are             
just behind a hill, they are hard for the enemy to hit but their own            
effectiveness is not diminished.                                                
                                                                                
                                                                                
5.	Artillery                                                                    
                                                                                
This includes mortars, canons, and the Hell Blaster.                            
                                                                                
You can't get enough of these.  Mortars are inaccurate but great at             
eliminating large formations of advancing infantry.  Try to get the             
enemy infantry to bunch up in one place and the mortars will be three           
times as effective.                                                             
                                                                                
The two canon pieces you can get in the game are excellent,                     
especially the Imperial Great Canon Crew.  They love to chew up                 
advancing infantry with deadly accuracy.  The Hell Blaster is not as            
good, but still useful when the final battle rolls around.                      
                                                                                
Remember to space your artillery weapons out as described above to              
avoid having them blow up.  There is still a chance they will blow up           
anyway, though.                                                                 
                                                                                
Protect your artillery from enemy attack as well as you can, but put            
the artillery in strategic positions from which to fire from.  Canons           
fire in a relatively straight line, mortars fire up into the air.               
                                                                                
                                                                                
6.	Ceridan                                                                      
                                                                                
Don't be afraid to use him whenever you can.  Ceridan seems to be               
about the only indestructible unit in the game (dragons excepted).  He          
may get defeated on the field, but the worst that happens to him is             
that he's only wounded (he's too crucial to the plot to let die).  If           
you let him find the Dread Banner, he can run around panicking enemy            
regiments.  However, Ceridan will often be unavailable to you until             
the latter part of the game, so don't give him any other magic items.           
                                                                                
                                                                                
Mission help (under construction)                                               
--------------------------------------------                                    
                                                                                
I hope to put together some tips for many of the missions but it                
hasn't happened yet.  If anyone wants to contribute, I'll be happy to           
put it here and repost.                                                         
                                                                                
                                                                                
Wish list                                                                       
--------------------------                                                      
                                                                                
I've become very fond of SOTHR, but there are some problems and room            
for improvement.  Here are a few thoughts.                                      
                                                                                
The interface still needs some improvement.  It's a problem when you            
click a button only to find that the button changed its function                
suddenly, basically giving the opposite order to the one you wanted             
to give.  When you try to click on Attack, there is a chance the                
button will suddenly change to Retreat and your forces will become              
easy prey for the enemy.                                                        
                                                                                
Another problem is that units are occasionally difficult to select.  I          
would like to see some kind of window that opens up and lets you                
select a specific unit.  If several units are close together it's very          
difficult to get the one you want by clicking on the map, and when              
you thought you selected one, you actually got another.  Also, when             
you give marching orders, you may have thought you were done                    
giving the order and so you click on another unit, not realizing that           
by clicking on the other unit you just countermanded the order you              
just gave.  That makes the interface very hard to get used to,                  
especially for a beginner.                                                      
                                                                                
The learning curve in the game is very steep.  You win the first few            
battles without much difficulty, but then suddenly you are thrown into          
some very difficult ones and after repeated failures, you want to just          
give up and return the game to the store from which it came.  That's            
too bad, because the game really is worth learning.  There's a whole            
lot of substance in it.                                                         
                                                                                
The manual could be better for finding information in.  How hard                
could it be to just put an index in the back of it?  Most word                  
processors will do that for you automatically.  Well, I know that               
problem isn't going to get fixed-nobody ever changes the manual.                
But I'd like to see it done right for the next game.  Otherwise the             
manual is pretty good.                                                          
                                                                                
I like the way formations are handled in the game-nothing                       
complicated, but it's flexible enough to give you some control.  But I          
wouldn't mind seeing some more advanced options for giving troops               
orders.  For example, I'd like to see the ability to give a unit an             
order to defend a certain area on the map and attack anything that              
enters it.  Better yet, I would like to be able to order one unit to            
guard another unit.  Of course, this may be a problem like when I want          
a regiment to guard a wizard and they get in the way of his spells.             
Perhaps if they took up position behind him until needed.                       
                                                                                
The AI for the wizards is too limited.  He will keep casting the same           
spell over and over, even though he could use other, more effectual             
ones.  At least I would like to be able to order him to continuously            
attack using a PARTICULAR spell of my choosing, if nothing else.                
                                                                                
Also, the wizard should realize when there are friendly units in the            
path of his spell and refrain from casting it, as the archers are able          
to refrain when the enemy is locked in hand-to-hand combat with                 
friendly troops.                                                                
                                                                                
I hate having to switch my display to 256 colors to run the game                
(though I wouldn't mind if my video card could do it on the fly).               
                                                                                
Most of all, I would like to see a terrain editor for this game which           
allows you to create your own battles.  Or at least I'd like to see a           
sequel to the current game.  In conjunction with this, there could be           
a two player option via modem or network.                                       
                                                                                
Warhammer: SOTHR is so close to being a breakthrough game, with                 
the potential of being very popular.  All the essentials are in place,          
and it offers so much more strategic depth and challenge than the               
other real-time games out there, easily beating Command and                     
Conquer and Warcraft, in my book.  The AI in those games just does              
not compare, nor does the storyline, nor does the realism.  Granted,            
you can get terrain editors and/or two player modes with other such             
games, and SOTHR lacks these.  But really, all this game needs to               
become a major hit is a little interface tweaking and an easier                 
learning curve.  Probably if it included a strategy guide with the              
game that would help with the learning curve.  Adjustable difficulty            
levels might serve even better to make all of us happy.                         
                                                                                
                                                                                
-------------------------------------------                                     
STEPHEN 'DURIN' DI CIANO's posted a Magic Items list to the                     
comp.sys.ibm.pc.games.strategic newsgroup, so I don't need to                   
duplicate his work.  For your convenience, I'm attaching it here.               
Since he posted it publicly, I trust he doesn't mind my reposting it            
here with proper credit given.  It's very helpful, and with this list           
you don't have to waste your time scanning every map for a magic item.          
                                                                                
                                                                                
Magic Item locations for Warhammer:                                             
----------------------------------                                              
                                                                                
Hi, so Warhammer's a bit ard' for ya eh? Eres some help...                      
                                                                                
*BTW there are 18 magic Items in the game.                                      
                                                                                
*It is not possible (unless cheating) to obtain all the items.                  
                                                                                
*Each mission is of the form BF0XX in the \SCRIPT. Objective K in a             
 mission indicates a magic item can be found. The second number                 
indicates                                                                       
 what item. Note - missions can be edited.                                      
                                                                                
These are in the approximate order that you may find them-                      
                                                                                
                                                                                
10- SwordOfMight (BF003)                                                        
------------------------                                                        
    This item is in the very first mission. Found to the right of the           
    clump trees in the centre of the map. Should probably give to               
    infantry, as cav have a sword. But remember bonuses are                     
cumulative.                                                                     
                                                                                
11- DragonBlade (BF001)                                                         
-----------------------                                                         
    Found in the sleaquit assassin mission, behind the house, near the          
                                                                                
    snowman. Give to cavalry.                                                   
                                                                                
6- ShieldOfPtolos                                                               
-----------------                                                               
   Found in the rescue of Illmarin mission, near the rock to the west.          
                                                                                
                                                                                
8- SwordOfHeroes (BF004-4)                                                      
--------------------------                                                      
   In one of the Carson missions where you rescue slaves at night.              
   The item is behind the building.                                             
                                                                                
7- PotionOfStrength (BF004-5)                                                   
-----------------------------                                                   
   This item is in the NE corner of the map in the last Carlson                 
mission.                                                                        
                                                                                
3- BannerOfWrath or PotionOfStrength (BF018)                                    
--------------------------------------------                                    
   The mission is the suicidal troll mission to Loren.                          
   This excellent Banner is supposed to be in this mission, but in my           
game it isn't. It is due to 'objective: X' in the file making the potion        
appear instead, but I don't know why this was done (maybe its buggy). The       
Banner seemed to work fine for me.                                              
   The item is near the 2nd stream of lava on the east wall.                    
   This mission is a waste of money unless the item can be obtained.            
                                                                                
4- BannerOfArcaneProtection or PotionOfStrength (BF019)                         
-------------------------------------------------------                         
   This mission is the skaven suicidal mission to Loren.                        
   Problems same as troll mission.                                              
   Item is near the two rocks.                                                  
                                                                                
0- BannerOfArcaneWarding or PotionOfStrength (BF012)                            
----------------------------------------------------                            
   This mission is the orc suicidal mission to Loren.                           
   Problems same as troll mission.                                              
   Item is near rock to NE of the map.                                          
                                                                                
5- TalismanOfObsidian (BF028)                                                   
-----------------------------                                                   
   This is the 'save sheep in farm from goblins' mission. This item             
   is probably the best in the game, it cancels all magic. The only             
   way to get to this mission is to get to Zhufbar through the mountain         
   pass, not underground.                                                       
                                                                                
   The item is in the far east behind the house. Give to cavalry.               
                                                                                
1- BannerOfMight (BF037)                                                        
------------------------                                                        
   This is also a excellent item (adds to combat bonuses)                       
   The mission is called Slave Assault. It is one of the missions               
given to you in Zhufbar. The item is behind a pile of rocks near the            
north wall.                                                                     
                                                                                
12- ArmourOfMeteoricIron (BF025)                                                
--------------------------------                                                
   This item is in the Bandit hideout camp mission after the Decoy              
mission.                                                                        
   You do these missions at Nuln. But if you do any of the bandit               
mission rather then going to Loren right after talking to the Emporer, you      
don't get the Reiksgard Knight cavalry unit (your choice). The item is in       
the far west behind the tents.                                                  
                                                                                
2- Dreadbanner (BF033)                                                          
----------------------                                                          
   It is in the Exterminate skaven mission in Karak Norn.                       
   An excellent item that makes you cause fear (now you can be the big          
scary monster). But this mission may well take its toll on ya. Make sure        
you attack the caves.                                                           
   The item is in the eastern corner, near a cave.                              
                                                                                
9- ParryingBlade (BF022)                                                        
------------------------                                                        
   This mission(i think) is where you fight heaps of skaven on your             
way to Loren.                                                                   
   I don't think it appears all the time (maybe only if you get the             
Knights).                                                                       
   The item is behind the 3rd rock to the east.                                 
                                                                                
7- PotionOfStrength (BF034)                                                     
---------------------------                                                     
   This potion is in the 'Final Battle?' mission against Urgat.                 
   It is near some trees? to the NE, close to your setup area.                  
                                                                                
                                                                                
These items are found on various characters.                                    
--------------------------------------------                                    
13- ArmourOfTheBeard                                                            
14- GrudgeBringer                                                               
15- SwordOfElior                                                                
16- RockSplitter                                                                
                                                                                
                                                                                
                                                                                
Well thats about it from me. Email if you're having other probs, if             
you find                                                                        
something                                                                       
bizarre, or whatever...                                                         
                                                                                
STEPHEN 'DURIN' DI CIANO.                                                       
                                                                                
-------------------------------------------                                     
Maybe I'll update this FAQ later with more info.  Email me with                 
comments, questions, submissions, etc.  Sorry for any inaccuracies or           
omissions.                                                                      
                                                                                
-Bill Tindall