My second walkthrough, and the prelude of Warfare: 1944.
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Made the setup easier to read, and easier to find what your looking for
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Description
Lead the British or German army through the trenches of Europe in this First World War strategy game.
Use infantry, armor and fire support to take control of the ground or bombard your foes into submission.
- 2 Campaigns. British and German.
- Custom battle mode. Setup skirmishes the way you want!
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Any and all feedback is welcome. Feedback about balance is more than appreciated. Just remember to quote the version number.
Controls
Instructions in game.
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Table Of Contents:
Note
Game Description
Table Of Contents
Part I Units Availible and How to Counter Them
List of Units
Part II: Upgrades and If there Worth It
British Campaign
Infantry and Armour
Fire Support
German Campaign
Infantry and Armour
Fire Support
Part III: List of Maps
British Campaign
Maps
German Campaign
Maps
Part IV: Pre Game Tips
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Part I:Units Availible and How to Counter Them
RifleMen: Starter and Most Basic Unit. Use En Masse.
Use Against: Infantry, but En Masse
Counter With: Machine Guns, Snipers, Tanks.
Assault Teams: Armed with SMGs for storming positions
Use Against: Entrenched Infantry
Counter With: Machine Guns, Tanks
MG (Machine Gun): Great When entrenched. Try not to espose them.
Use Against: Infantry in the open
Counter With: Assault Teams, Snipers, Tanks
Sniper: Use against infantry at long range, esspecialy MG Nest.
Use Against: Infantry, esspecially MGs
Counter With: Assault Teams, Tanks
Officer: Brings Morale to troops. Decent Attack.
Use Against: N/A
Counter With: Infantry, Tanks (when killed morale decreases for enemy)
Tank: Great against preety much everything. Can only be stopped with another tank or anti-tank barrages.
Use Against: Everything!
Counter With: Assault Teams, Anti-Tank Barrages.
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Part II: Upgrades and If there worth It:
Well, as in Warfare 1944, there are several types of gameplay, and you must know which type you are if you are going to suceede. A Turtler has probaly the biggest advantage early on, simply because the enemy rarely calls strikes, and its only mortars. They also win ussualy with morale. However, towards the end of the game, more strikes are availible, and the last level doesnt even have trenches. A Newt has a balance of offensive and defensive moves through out the match. There ussualy the first to lose, and take some big risk in THIS style of game play. And finnaly, a Rusher hops in a trench, and only stays there to wait out a barrage, before going on the move. They have the best advantage towards the end of the game, because staying in one spots means big barrages coming down on your head, and the last level doesn't even have trenches.
Rushers also have a great advantage with tanks, 'cause their infantry supports the tank well, but be careful of your infantry out pacing your tank. The infantry get shot up, then the enemies tank and infantry come at your tank with a vengence.
Basically, heres the line up:
Turtler: Defensive, wins with morlae wins.
Newt: Balanced combination of offensive and defensive moves.
Rusher: Attack, Attack, Attack! Wins with couquring wins.
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Legend: T = Turtler, N = Newt, R = Rusher
Example: T: Yes, N: Maby, R: No
British Campaign Upgrades
Infantry and Armour:
--- Tier One ---
Rally: +10% Faster Rienforce Ment - T: Yes, N: Yes, R: Yes
Ballistics: +15% Damage to Rifles - T: Yes, N: Yes, R: Yes
Hard Headed: +10% to Defence - T: Yes, N: Yes, R: Yes
Morale Boost: +15% boost to morale - T: Yes, N: Yes, R: Yes
--- Tier Two ---
Post Haste: +15% Faster Rienforcement - T: Yes, N: Yes, R: Yes
High Explosive: Larger Area of Effect for Grenades - T: Maby, N: Maby, R: Yes
Entrenched: +10% Defence when Entrenched - T: Yes, N: Maby, R: Maby
Officer Rally: Large Bonus Area - T: Maby, N: Maby, R: Maby
--- Tier Three ---
Range Training: +50% Damage to SharpShooters - T: Yes, N: Maby, R: Maby
Fire Support: +30% Damage to Lewis Gunners - T: Yes, N: Maby, R: Maby
Tank Command: +25% Damage and Defense for Tanks - T: Yes, N: Yes, R: Yes
Fire Support:
--- Tier One ---
Mortar Accuracy: +25% more accurate - T: Yes, N: Maby, R: Maby
Mortar Barrage: Additional Rounds - T: Yes, N: Maby, R: Maby
Heavy Mortar: +30% Damage to Tanks - T: Yes, N: Yes, R: Yes
*Toxic Gas: +25% Damage - T: Maby, N: Maby, R: Maby
--- Tier Two ---
Artillery Accuracy: +25% More Accurate - T: Yes, N: Maby, R: No
Artillery Barrage: Addictional Rounds - T: Yes, N: Maby, R: No
Heavy Artillery: +30% Damage to Tanks - T: Yes, N: Maby, R: No
*Lingering Gas: +30% Duration - T: Maby, N: Maby, R: Maby
--- Tier Three ---
Resupply: +40% Faster Resupply - T: Maby, N: Maby, R: Maby
Barrage of Fire: Additional Rounds - T: Maby, N: Maby, R: Maby
Anti-Tank Barrage: Additional Rounds - T: Maby, N: Maby, R: Maby
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German Campaign Upgrades:
Infantry and Armour:
--- Tier One ---
Ballitics: +15% Damage to Rifles - T: Yes, N: Yes, R: Yes
Trench Armour: +10% to Defence - T: Yes, N: Yes, R: Yes
Rienforcements: 10% Faster Rienforcement - T: Yes, N: Yes, R: Yes
For The Kaiser: 15% Boost to Morale - T: Yes, N: Yes, R: Yes
--- Tier Two ---
Machine Gun Trench: +15% Damage When Entrenched - T: Yes, N: Maby, R: Maby
Entrench: +10% Defence When Entrenched - T: Yes, N: Maby, R: Maby
Rapid Deployment: 15% Faster Rienforcement - T: Yes, N: Yes, R: Yes
For The Fatherland: 20% Boost to Morale - T: Yes, N: Yes, R: Yes
--- Tier Three ---
SturmenTruppen: +30% Damage to Sturmen Truppen - T: Maby, N: Maby, R: Yes
Industrial Action: 25% Faster Rienforcement of Tank - T: Maby, N: Maby, R: Maby
Great Leader: +30% Damage Bonus to Surrounding Area - T: Maby, N: Maby, R: Maby
Fire Support:
--- Tier One ---
Mortar Accuracy: +25% more accurate - T: Yes, N: Maby, R: Maby
Mortar Barrage: Additional Rounds - T: Yes, N: Maby, R: Maby
Heavy Mortar: +30% Damage to Tanks - T: Yes, N: Yes, R: Yes
*Toxic Gas: +25% Damage - T: Maby, N: Maby, R: Maby
--- Tier Two ---
Artillery Accuracy: +25% More Accurate - T: Yes, N: Maby, R: No
Artillery Barrage: Addictional Rounds - T: Yes, N: Maby, R: No
Heavy Artillery: +30% Damage to Tanks - T: Yes, N: Maby, R: No
*Lingering Gas: +30% Duration - T: Maby, N: Maby, R: Maby
--- Tier Three ---
Resupply: +40% Faster Resupply - T: Maby, N: Maby, R: Maby
Barrage of Fire: Additional Rounds - T: Maby, N: Maby, R: Maby
Anti-Tank Barrage: Additional Rounds - T: Maby, N: Maby, R: Maby
* I've found that the Gas Attack is already potent enough, so the boost from these Upgrades are redundant.
** Of course, during the game play its almost impossible to get enough Upgrade Points to Upgrade everything I said Yes to. This is More of a General Guide, because the three basic types of Gamers can be broken down many times. Defensive Rushers, Offensive Newts, etc, etc.
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Part III: List of Maps
British Campaign
Mission 1: To the Trenches (Easy)
Mission 2: Downpour (Easy)
Mission 3: Take Cover! (Easy)
Mission 4: No Man's Land (Medium)
Mission 5: Heavy Guns (Medium)
Mission 6: Yellow Cross (Medium)
Mission 7: Land Ships (Hard)
Mission 8: Exploding Ground (Hard)
Mission 9: The Last Stand (Hard)
German Campaign
Mission 1: Foward! (Easy)
Mission 2: Tommy's Long Run (Easy)
Mission 3: Heavy Defenses (Medium)
Mission 4: Close Lines (Medium)
Mission 5: Impenatrable (Hard)
Mission 6: Gaining Ground (Medium)
Mission 7: Metal Giants (Hard)
Mission 8: Clash of The Titans (Hard)
Mission 9: The Last Line (Hard)
*This is just a rough guide on which maps are easist, and which maps are hardest. I'm NOT Going to tell you how to beat each, simply because the game wouln't be fun, and also there is a certain level of un-predictablility in each mission.
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Part IV: Pre Game Tips
-Upgrades Carry over Between Battles.
- Artillery strikes take a long time to reload, use them wisely.
- Officers provide a damage bonus to any infantry near them.
- Your game is saved automatically each time you start and finish a battle.
- Assault troops will throw grenades at tanks in an attempt to disable them.
- Gas is best used against entrenched infantry or to block movement to an area.
- Use Assault Teams to charge trenches and gain ground on long range infantry.
- Upgrade your units via the upgrades button on the HUD or in the Campaign Map menu.
- Experience is earned by killing enemy units, taking control of trenches and winning battles.
- The destruction of Tanks and the death of Officers will greatly affect the morale of the men.
- Experience is earned by killing enemy units, taking control of trenches and winning battles.
- Killing enemies, deploying Officers and brining Tanks to the battlefield will boost the Morale of your men.
- Machine Gunners and Sharpshooters are weak in the open, try to get them to entrenched positions quickly.
- Keep an eye on the grey Morale Bar at the top of screen, depletion of morale will lead to your men surrendering.
- Be cautious when moving over open ground. Listen in the distance for artillery guns before sending your men over the top.
- Take notice of the âGround Takenâ progress bar at the top of the screen. It shows your units front most position.
- You can lock the trenches via each trenchâs interface. This tells your units to ignore that trench and keep advancing.
- Mortar strikes do a great deal of damage to infantry in the open but are less effective against entrenched troops.
- Tanks are almost invulnerable against small arms fire. Use your fire support to knock them out.