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Our troops enter the mystic cave and find... a FAQ
Unofficial Fantasy General FAQ v2
Last Updated: Feb, '98
Preface
Preface: This is the second public draft of a FG FAQ. There are likely many
errors still. I'd appreciate constructive input, particularly if I've made an
error, or in the spots that I mention are still unfinished. I'm hoping this
will evolve somewhat from input from the friends of the FGC. Some parts of
this, particularly battle trees, are from other people's input.
JULY 9th 1999: Nevr mind the updates, the FGC is archived. Still, this FAQ
should provide you with good info. Seb.
Introduction
I haven't played it, what's it like? Is it any good?
It's great. The best place for general info if you don't own the game is the
SSI-Online web site.
What is discussed by this FAQ? What is excluded?
In general, I'm trying to explore and clarify the game mechanics. This is NOT
intended as a substitute for the manual, but rather as a supplement to it, and
as errata for errors in it. There is a short section on strategy, but it's
pretty basic, as I feel the best way to learn stuff like that is to play. There
are a few tricks in there, though...
Where did the information from this FAQ come from? Is it accurate?
The information in this FAQ was figured out by observing the game. I haven't
hacked the code, I don't have info from the publisher. It may be wrong,
particularly as this is currently a kind of beta test FAQ. Comments,
suggestions, corrections, and, yes, questions are welcomed. See information at
the end of the FAQ.
Game Mechanics
Tactical information (on the battlefield)
HOW DOES TERRAIN EFFECT MOVEMENT RATES?
It depends on the method of movement (MOD). Also, movement ends when the hex
you move into is in enemy zone of control (ZOC-see manual pg. 54)
Road Clear Rough/Woods Mountain/Volcano River Jungle Swamp/Lava
Ope 2/3* 1 1 All All 2 3
Clo 2/3* 1 2 All All 3 All
Cav 2/3* 1 2 All 3 4 All
Sie 2/3* 1 2 All All All All
Air 1 1 1 1 1 1 1
* The 2/3 value for roads is only applied if travel is between two road hexes.
Clear to road and road to clear movement both cost 1. Non-road to road appears
to always cost 1, not 2/3. It doesn't matter if the graphics show the roads on
the hexes as connecting or not.
Bridges are odd. My guess is that they cost as a road if you approach on road.
It looks like you must move to the road hex adjacent to the bridge before
crossing it. I got some weird results though; it's possible the 'find the best
path' mechanism is broken, or something is very weird....
COMBAT
How do units with more than one type of attack work?
Combat appears to go through Missile, Skirmish, then Melee phases, stopping
when the attacking unit finishes it's primary attack.
So, skirmishers will skip the Melee phase when attacking, Archers will skip
Skirmish and Melee.
However, an infantry with a Crossbow will get both attacks in when it attacks
(it's expected damage is higher than it would be if it got only a melee
strike).
How do ambushes work?
An ambush occurs when a unit attempts to enter a hex occupied by an unspotted
enemy unit. The 'defending' unit then ambushes the unit which is moving,
getting an attack in without any return fire. This, incidentally, is the only
way to get a bombardier to fight another bombardier...
What formulas are used to determine damage?
OK. I've tried to work this out, but it's either non-linear or the damage
estimates are somehow fishy.
Damage is based on (attack strength-armor of defending unit). Amount of damage
is not the same for attack and defense, nor is it the same across the three
types of attack.
In general, defenders do slightly more damage than attackers (try identical
grade 1 HI to see this.. the defender does more damage expected)
For total damage, (kills+wounds): (same attack and armor values)
melee > skirmish > missile
However, for just kills: (same attack and armor values)
missile > skirmish > melee
it follows that for just wounds: (same attack and armor values)
melee > skirmish > missile
15 life melee units never expect less than 1 wound or more than 3 deaths and 10
wounds.
An advantage(attack strength vs. armor) of more than 20 is irrelevant. I've
seen a +45 advantage give the same expected casualties as +20.
The Official Strategy Guide is wrong. (I've leafed through it at the store; I
didn't buy it partly because of this.) If you find the expected damage of a
unit per advantage over the enemy it does not come out as linear, unlike the
formula they describe. Admittedly, they're somewhat close. The other, perhaps
more sinister, possibility is that they're right and expected losses is
screwed. Also, I postulate 6 formulae, one for attack/defense for 3 attack
types, yet they list just one. Which one is it?
When do archers get defensive fire?
Archers get defensive fire if an adjacent unit is attacked by a NON-MISSILE
attack.
(unless they're Broken [ML])
Note: Defensive fire comes BEFORE any other attack.
So, if the archers kill 3 guys out of 15, the the attacking unit will only
attack with 12 guys. When do units retreat? When will they surrender?
The manual says retreating is based only on 'current life and any losses' I
suspect morale is involved. Almost whole units retreat a fair bit. They
surrender if there is no hex for them to move to. They can move into the
attacking unit's hex if it dies in the attack! (weird retreat, huh?)
What is the sky hunter's escort ability? (pg. 56)
It is essentially an interception of an enemy bombardier. If a bombardier
attempts to bomb in a hex adjacent to a sky hunter which has neither defended
nor already escorted that turn, the bombardier will fight the sky hunter in
melee instead of bombing.
It is also the interception of an adjacent enemy sky hunter attacking an
adjacent friendly bombardier.[ML]
MORALE
What determines the base morale of a unit?
Base Morale = 100 +5/level of unit
What effects morale?
Units get +10 if they are adjacent to or if they are a Hero. Morale is modified
by 20 for the Charisma attribute. Combat affects of morale:
-(4-9) per attack or defense[I haven't found a pattern here]
-5 per death the unit suffers
-3 per wound the unit suffers
When you rest, you regain up to base morale, modified by -5/death and -3/wound.
When do units become disordered or broken?
Morale is checked after each attack or defense by a unit. This happens during
each type of combat. (pg. 50) A unit can become disordered or broken even if
that unit suffers no losses (I guess that's a 'combat result'). Affects of
disorder and breaking are described in the manual on page 51.
EXPERIENCE
What determines how much experience a unit gets?
The formula is:
+5 per attack or defense (+3 if a single entity)
+5 additional if there is return fire (for both attacker and defender) (+3 for
single entity)
+1 per wound and per death the unit SUFFERS.
Archer defensive fire gets the archer +5 xp(as return fire)
Extra return fire (from archers) does not increase attacker's xp.
Values for single entities aren't exact. They sometimes get less, for no
apparent reason. My current theory is that 'deaths' a S. E. suffers become
wounds, but don't give xp.
The amount of damage a unit INFLICTS, and how many kills it gets, appears to be
irrelevant. This surprised me...
Also, for spells: (magic items give similar experience)
+1 per successfully cast non-damage, non-area effect spell
+3 per successfully cast single unit damage spell
+1 per unit affected by an area effect spell
There are a few exceptions(Berserk? I can't remember...)
How/when do units lose experience? How much do they lose?
This is described in the manual, but some people find it confusing. When a unit
suffers deaths in combat, when the unit recruits to replace the dead parts of
that unit it will lose experience.* If you don't recruit on the battlefield,
you will automatically recruit after the battle. The formula:
(# still alive)*(present XP) + (# to replace)*(starting XP)
all divided by the maximum life of the unit(usually 15, 10 for spellcasters)
Since Marcas' units start with 100 XP, recruiting costs less xp for all his
units throughout the game. A good advantage.
* If a volunteer with under 100 xp recruits for Marcus, it gains XP!
What's the limit for a unit's experience?
599. No experience is gained above 599.
What are the advantages/disadvantages of the unit types?
Heavy Infantry
I tend to think of them as a sort of default troop.
Strengths: They are the strongest all around units. The most powerful Melee
unit. Negate cavalry is a big plus.
Pikemen, Legionarii and Heavy Spearmen has the negate Cavalry bonus, which is
very useful in the front line. Warlord Mechanus with Amulet of Resistance make
great cannon fodder. Weaknesses: Speed. They're slow. Force March helps, but
you can't spellcast and attack....
Opinion: Either H.I. or cavalry is necessary. A good, almost essential, unit.
Keeping a few Samurai around to fill the role of light infantry can work pretty
well, as they are an open formation unit. (no negate cavalry bonus though!)
Light Infantry
A somewhat faster, weaker version of heavy infantry
Strengths: Well, they do well in rough terrain.
helpfull on 3rd continent, upgrade them after, but do't buy anymore.
Weaknesses: with low xp, or in open terrain, they're weak
Skirmishers
Somewhat fast infantry which has a skirmish attack
Strengths: Skirmish attack which disallows return melee attacks. *Half Damage*
is dealt to them, when they defend, by troops which move _as fast as_ or slower
than they do. (see rulebook errata) They move well in rough terrain.
Invisibility is neat, don't forget to cast it for a free xp.
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- Fantasy General editor by System on 14/03/2006, 06:30
For more information please read manual.txt - Fantasy General FAQ by System on 09/03/2006, 09:50
- Fantasy General hints by System on 09/03/2006, 09:50






