Manual
Manual
Field
Commander’s
Handbook
TABLE OF CONTENTS
Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Background. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Quick Start . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Game Menus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
The Interface. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Viron Nomads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Terran Empire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Battlefield Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Hotkeys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
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GETTING STARTED
Please note that the keyboard commands mentioned in this manual are refer-
enced to the default settings. If the default settings have been changed, the
keyboard commands may no longer be true to your system.
SYSTEM REQUIREMENTS
In order to be able to play GROUND CONTROL II, your computer should at
least be equipped with:
Minimum System Requirements
✪ Intel® Pentium III processor or AMD® Athlon™ processor equivalent
✪ Processor Speed: 800 MHz
✪ Windows® 98/2000/ME/XP
✪ 128 MB RAM
✪ DirectX® 9.0b or higher
✪ 32 MB AGP® video card supporting Hardware Transform and Lighting
capability using NVIDIA® GeForce™, ATI® Radeon™, or a more recent
chipset with a DirectX® 9-compatible driver
✪ DirectX® 9.0b-compatible sound card
✪ Up to 1.5GB hard drive space
✪ Minimum 56K modem for online play
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Before you install the game, make sure that your computer has the latest
hardware drivers installed. Old drivers can stop the game from working properly.
Insert the GROUND CONTROL II CD into your CD-ROM drive. The installation
program runs automatically. Follow the on-screen instructions. At the beginning
of the installation process you are prompted to install Direct®X 9.0b if you do not
have Direct®X9.0b or higher. DirectX®9.0b is required in order to run the game.
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BACKGROUND
We haven’t always been at war with the Imps, but it’s all
I’ve ever known.
– Captain Jacob Angelus, NSA Armed Forces
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Why Major Sarah Parker sabotaged the Earth’s Early Warning Relay two months
later is unknown, but it left Earth vulnerable and unable to react to the initial
events of the First Stellar War.
No one ever won a battle by failing to take advantage of his enemy’s weakness.
–Emperor Augustus
THE FIRST STELLAR WAR (2431-2501)
The Draconis Empire saw the global insurrection as the perfect time to mount
an offensive campaign against the crippled Earth Government. A huge war
erupted between the two powerful nations. The war did not remain confined, as
Crayven Corporation and the other major corporations, coalitions and colonies
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saw the perfect opportunity to gain more power and influence. Mankind had
experienced war before, but the magnitude and scope of the Stellar War was
unsurpassed. Several core colonies were annihilated, others isolated. Several
deep space Tachyon Com relays and space stations were destroyed, severing
communication with the Outer Sphere.
During the First Stellar War, more than 50 colonized star systems fell under
Draconis control, economically and militarily. With the end of the First Stellar War,
the power and independence of the Draconis Empire was unquestionable.
But proving yet again that mankind does not suffer defeat lightly, the outer
colonies slowly began to recover. Contact between the outer colonies was
reestablished. As much technology was salvaged as possible, and space travel
between them was again a reality. Alliances were forged and treaties were
signed, resulting in the creation of two star-spanning nations: the Intergalactic
Trade Guild and the Northern Star Alliance.
Once the NSA was established, the combined efforts of the colonies enabled
a huge space fleet to be constructed, as well as several large cities on most
planets in the Alliance. No attempt was made by the NSA to cross the Heinrich
Barrier or contact the worlds in the Inner Sphere. What little information filtered
through came by way of the Trade Guild, and that information was always vague
and unsubstantiated. Rumors of tyranny, indoctrination camps, and other terrors
were enough to make members of the NSA cover their eyes and ears and ignore
the Inner Sphere. Until one day in 2699 when everything changed.
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On October 5, 2699, the Draconis Empire, now renamed the Empire of Terra,
struck without warning or mercy. A huge fleet of ships emerged from the Inner
Sphere and began methodically attacking the worlds of the NSA. Ariel Prime was
the first planet to fall, conquered by a young woman-Imperator Vlaana Azleea.
Major cities were obliterated with orbital bombardments followed by the landing of
a huge occupation force.
The NSA war machine rumbled into motion to counter the Terran invasion. While
the NSA fleet engaged Vlaana’s armada in space, plans were set in motion on
the colonies to protect the cities from orbital bombardment. Huge electromagnetic
energy domes and other defense systems were put in place in many cities. The
NSA fleet was able to stand firm against the onslaught.
For twenty-nine years the war continued to be fought in space until, in one
decisive battle, the NSA fleet was finally wiped out. With the Empire’s forces
worn thin and scattered throughout the Outer Sphere, the Emperor charged
Vlaana Azleea, now his right-hand agent, with mounting ground wars in the
last resisting colonies.
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QUICK START
This section deals with commanders who are eager to start their military careers
as soon as possible.
After the game introduction movie is played, you will see the main menu. Click
on the SINGLE PLAYER button. You will see the different options available.
Click on CAMPAIGNS and then select the TUTORIAL. It will teach you the basic
controls of the game and allow you to get up to speed quickly. When you’ve
completed the tutorial, continue on to the next campaign—the NSA CAMPAIGN.
If you just want to get started with a skirmish battle, select SINGLE PLAYER and
then SKIRMISH. This will allow you to select a map and a computer opponent,
and get started immediately.
GAME MENUS
MAIN MENU
✪ SINGLE-PLAYER
You can play the GROUND CONTROL II single-player campaigns
(including the tutorial), skirmish battles against computer opponents,
or custom scenarios.
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✪ MASSGATE™
In order to play GROUND CONTROL II on the Internet, you need to
connect to Massgate™. Through Massgate™ you’ll be able to play ranked
multiplayer games, action oriented drop-in games, or cooperative games.
✪ PROFILE
When you start the game for the first time, the default selected profile
will be named “Player.” Click on the Profile button to create or select a
new profile. All save games, campaign progress and game options will
be saved to the currently selected.
✪ OPTIONS
Change the game settings.
SINGLE-PLAYER MENU
✪ CAMPAIGNS
Click on CAMPAIGNS to start a new or continue a single-player campaign.
We strongly recommend that you play the campaigns in the correct order
to fully enjoy the epic story of GROUND CONTROL II.
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✪ COOPERATIVE
Click on COOPERATIVE to start a multiplayer cooperative game, where
you can play the single-player missions together with friends over the
Internet or on your LAN. To play a game over a Local Area Network,
you must have two or more computers connected to an active
TCP/IP-compatible network.
✪ CUSTOM MAPS
Click on CUSTOM MAPS to list all separately installed standalone
missions. Custom maps can be provided by users who have created their
own maps using the GROUND CONTROL II map editor XED.
✪ SKIRMISH
Click on SKIRMISH to start a multiplayer battle against computer
opponents. Skirmish battle is a great way to get started on multiplayer
tactics without playing against people.
Note that to play against more than one computer AI opponent you should
have a fast computer.
✪ LOAD GAME
Click on LOAD GAME to bring up a list of previously saved games.
MASSGATE™
In order to play GROUND CONTROL II over the Internet, you need to connect
to Massgate™, Massive Entertainment’s free Internet gaming service.
On Massgate™ you can find players from all over the world to challenge in
multi-player games. Climb up the league ladder and earn respect from your
fellow players. To log on, click on the Massgate™ button.
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✪ CREATE ACCOUNT
Before you enter Massgate™, you must first create a new account. Select a
nickname (think it over; you will not be able to change it later on), password,
country, and finally a working e-mail address. Write down your password and
keep it safe.
PLEASE NOTE: Massive Entertainment will never ask for your password!
Also select your preferred region (Europe, North America, or Asia). You can
change this later on if you wish, but it allows you to find players around your
area.
✪ WAITING ROOM
When you first connect to Massgate™, you’ll be taken to the waiting room,
where you are able to Join & Create Games, Read Game News, Edit
Your Account, View Ladder Rankings, Manage Friends, and Chat.
✪ PLAY GAMES
Click on the Games tab to receive a list of available servers. Select a
server and click Join Game to join. You can also limit the amount of
servers you get in the list by applying different filters. You can access
these filters by clicking on the Filters button. You can also host your own
server with the Host Game button.
Note that to
properly host
a multiplayer
game you
should have a
broadband
Internet
connection
and a fast
computer.
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✪ LEAGUE LADDERS
All games played within a league are recorded and displayed in the
League’s Ladder. Players will move up and down the ladder depending
on victory, defeat, or tie in played games.
There is a separate Ladder for normal and drop-in games. In drop-in
games, the ranking is based on the number of kills inflicted and losses
taken on the battlefield.
✪ FRIENDS
In order to keep track of your friends and other players you enjoy playing
with on Massgate™, you can add them to your friends list. This allows
you to quickly send private messages and see if they are online.
✪ PLAYER INFORMATION
You can view player information by selecting a player from the players list
and clicking on the Show Info button.
✪ CHAT ROOMS
When you enter Massgate™, you automatically start in the currently
selected League chat room. You can change or create a new Chat room
by clicking on the Chat room button.
✪ EDIT ACCOUNT
This allows you to change your account information.
To play a game over a Local Area Network, you must have two or more
computers connected to an active TCP/IP-compatible network.
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Note that to properly host a coop game you should have a fast computer.
✪ CREATE GAME
Click on the Create Game button if you wish to host a multiplayer game.
You’ll be taken to the lobby, where the host will be able to set the map,
victory conditions, and the option of allowing players to join after the game
has started (drop-in). You can also add computer-controlled opponents by
clicking on the player slots and selecting an AI (Artificial Intelligence) profile.
Note that to properly host a coop game you should have a fast computer.
✪ JOIN GAME
Click on the Join Game button to join the selected game. You will be
taken to the lobby, where you can set your color, faction, and team.
Check the ready box when you are...ready.
OPTIONS MENU
The Options Menu is where you can change the game settings, audio, appear-
ance and if you need to, change the game to match your computer’s hardware.
✪ GAME OPTIONS
The Game Options menu allows you to change general game options.
✪ CONTROLS
This menu allows you to reconfigure the keyboard shortcuts. Note that
you can have a key assigned to several different commands.
✪ MOUSE OPTIONS
These options allow you to change the sensitivity and other options
related to the mouse.
✪ VISUAL OPTIONS
The Visual Options menu allows you to change the quality of the game’s
appearance. If you experience a slow or jerky game, it could be greatly
improved by lowering some of the game’s visual settings.
✪ SOUND OPTIONS
This menu allows you to change the volume of the sound effects, music,
voices, and cinematic sequences.
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CAMERA CONTROLS
The camera is your point of view and it is free roaming, meaning that you can
put it anywhere on the battlefield facing in any direction. The camera view
position on the battlefield is displayed on the tactical map. Note that even though
you can place the camera anywhere, this does not mean that you can see units.
Only enemy units that your own units or allies can see are visible in your view.
There are two different camera control schemes that can be used in GROUND
CONTROL II—you can change between the camera modes in the OPTIONS
under GAME SETTINGS or use the shortcut key (SHIFT+C).
By pressing and holding down the CTRL key while moving the mouse to the
edges of the screen, the view will strafe in that direction.
You can also move the camera instantly to any location on the battlefield by
simply left-clicking with the mouse on the minimap. Note that you cannot move
the camera view outside the boundaries of the map.
You can order the camera view to track a certain unit by selecting it and clicking
with the right mouse button on its portrait. When the camera view tracks a unit,
it will follow it around the battlefield. The camera will remain locked until you
press an ARROW key or double-click on another unit.
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If you LEFT-click on empty ground, you will deselect your current selection
of units.
It is possible to decide what direction your units should face after a move.
Click on the desired location with the RIGHT mouse button, hold down the
button and you will see a direction vector appear. Move the mouse to
change the direction, and when you are satisfied, release the RIGHT
mouse button.
Note that it is possible to stack both move and attack orders. Your units
will execute your orders in the order you give them.
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LEFT-click on the squad button to select the squad or RIGHT-click to move the
camera to the squad’s position. The Squad button will flash if any squad member
is under attack.
THE INTERFACE
To use the interface, use the LEFT mouse button. If you are required to select a
target (a unit or location), you should also confirm with the LEFT mouse button.
For example, to give a move order through the interface, LEFT-click on the move
icon and then LEFT-click on the location you want your unit to move to.
UNIT INFORMATION
When a unit is selected, its values and statistics are displayed in the Unit
Information panel. If several units are selected, only their icons are displayed.
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UNIT ORDERS
This area of the interface displays the orders available to your selected unit(s).
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TACTICAL PANEL
FORMATIONS (Default: F) – LEFT-click on the formation
button to display available formations. LEFT-click on the
formation you want, and your selected units will move into
that formation.
RETURN FIRE – Your units will only return enemy fire. Especially useful
in missions requiring a more stealthy approach.
HOLD FIRE – Your units will not attack the enemy unless manually
ordered to.
CAMERA TOGGLE (Default: Shift + C) – Left-click on the
Camera Toggle to change between the Free and Traditional
RTS camera mode.
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MINI MAP
In the bottom left corner is the Tactical Map, the Field Commander’s best friend.
The tactical map shows you a top-down view of the entire battlefield.
The units you command show up as dots in your color, with the currently
selected unit(s) blinking. Other players’ units or the computer’s units show up in
their respective color.
A white cone marks your current camera view position, with your view expanding
along the cone. Use the cone to see where your view is on the battlefield.
Blue circles on the tactical map indicate that the position is the location of a
mission objective. The blue circle will disappear when you have completed the
objective.
Clicking on the tactical map with the LEFT mouse button instantly moves your
camera view to that location. It is also possible to issue orders to selected units
on the small map, just as you would do in the camera view.
ZOOM MAP – The + and the – buttons next to the map allow you to zoom
in and zoom out respectively to get a clearer view of the battlefield.
MAP SIGNAL – You can give signals to other players on your own team
by LEFT-clicking on the signal button (between the zoom in and zoom out
keys) and then on a location on the mini map. This can be used
to quickly coordinate attacks.
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The Acquisition Points shows you how many AP you have to spend on
reinforcements, support weapons, or dropship upgrades. For more detailed
information regarding AP, see the section on Tactics below.
MAINTENANCE
The Maintenance Display shows how many units you have on the battlefield
and the percentage of AP that you are receiving. As your unit number increases,
it will begin to take its toll on the support cost of maintaining your force. The
maintenance is paid for directly and comes from your AP income.
TEAM
In multiplayer and cooperative games you can give units to your team members.
LEFT-click on the TEAM button. Click on the GIVE UNITS button on the selected
team member, and the units you currently have selected will be transferred to
that player’s control.
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SELECT DROPSHIP
Click on the Select dropship icon to quickly select your
dropship. Note that when your Dropship is on the battlefield
this icon displays remaining fuel.
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Holding true to its philosophy of life even in war, the Northern Star Alliance has
an arsenal that is practical and conventional, relying more on resilience and the
brute force of projectile weapons. The Alliance’s ground-personnel are some of
the toughest men and women in the quadrant, and their commanders are some
of the most brilliant tacticians.
Angelus has adapted well to the harsh realities of war, and he is regarded as
a capable young officer and tactician, excelling in his duties. He has an inner
strength and confidence that most can only dream of and his thoughtful eyes
betray a keen intelligence. But constant fighting has taken its toll on this natural
leader of men. Angelus is growing weary of the war. He has begun to see the
end of his people looming on the horizon if nothing is done, and it troubles him
greatly. Jacob will do whatever is necessary to ensure the survival of the citizens
of Morningstar Prime.
Angelus graduated with honors from the NSA military academy at Fort Ike and
was sent to serve with the 49th regiment (commonly called The Death Express)
of the NSA infantry arm. As is their tradition, The D.E. regards new recruits as
cannon fodder until they have proven their worth. The young Lieutenant Angelus
proved himself in a matter of days, earning the respect of even the most battle-
hardened 49er.
The battlefield prominence of Angelus caught the attention of Major Grant, who
took it upon himself to hone his leadership skills to perfection. After leading a
spectacularly successful operation to recapture the strategically important
Corollia Island, Angelus was awarded the rank of captain and transferred to
New Darwin City, the Morningstar capital, to bolster its defenses.
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NSA UNITS
Infantry are generally weak, but can be placed inside buildings or forests for
additional protection. They are weak against explosive weapons such as artillery,
grenades, and chemical weapons. Infantry cannot be targeted by missiles, so
they are immune to all missile-firing units (NSA Rocket Terradyne, Viron Missile
Troopers, etc.)
Light Assault Infantry – NSALAI-94 “Soldat”
The Light Assault Infantry or simply Rifle Infantry are
the backbone of the NSA Military. Rifle infantry fight best
on terrain that favors their ability to hide and entrench
buildings. The light assault trooper is particularly suitable
for defending areas of constricted terrain, such as in
cities, ruins and forests.
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DEPLOYABLE STRUCTURES
NSA Sentry Gun – TTP-90 “Sentinel”
The sentry gun provides excellent point defense,
capable of dealing with both ground and air units.
It is relatively weak against heavy armor, but excels
against large concentrations of infantry. The sentry
gun is immobile, but can be transported using an APC
or Combat Engineer.
Smoke Screen
By calling in smoke screens to a location the NSA commander
can hide his troops under a veil of smoke. The smoke is actually
a combination of electronically charged particles that will inter-
fere with most passive and active sensors alike.
Air Strike
The NSA commander can call in an air strike from a nearby
outpost. The bombers will drop fragmentation bombs lethal to
infantry over the area.
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VIRONS
Humans first came into contact with Virons after their space was violated in the
25th century by the rogue corporate agent Sarah Parker. In the years that fol-
lowed, attempts were made to establish relations with the Virons, but these met
with little success. The Virons proved to be extremely reclusive and xenophobic.
Little is known about them, except that they are bipeds and are wielders of a high-
ly advanced nano-organic technology.
When negotiations with them failed, reports began coming in of battles being
fought in the Ragnarok Nebula, the unconfirmed location of the Viron homeworld.
In these reports there are several references to Viron units combining, or “melding”
together, on the battlefield to become new units.
Officially, no further human contact has been made with the Virons since that time.
G’HALL VI’CATH
While the Viron race is split into clans, each with its own military and
spiritual elder, there is one leader who speaks collectively for all:
G’hall Vi’cath. G’hall has held the position of Viron Overlord for
three decades and has established himself through strength
and order, using the Viron Code of Honor (No’He’Khum) as a
base from which to justify his ideals.
Throughout his reign, few have dared to question him, but now tensions have
begun to grow between the clans since some Clan Vi’Caths (Elders) are unsatis-
fied with the direction he is leading them. They have reacted to his recent erratic
behavior. Those who have seen it, say that his remaining eye is dilated and cloud-
ed, a telltale symptom of addiction to the drug Pronocol. If this is indeed true, it
would be an enormous blow to G’hall’s power since drug addiction is
seen as deeply dishonorable in Viron culture.
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VIRON MELDING
One of the unique aspects of Viron warfare is the ability to meld units on the
battlefield to create a more advanced unit.
VIRON UNITS
Viron Assault Clanguard “Kah’meh”
The Assault Clanguard is armed with a strong Bio-Pulsar
gun. The weapon projectile’s molecular acid component
swiftly eats through any known material before the kinetic
impact deals a massive energy discharge well inside the
target.
Clanguards are highly suitable for urban warfare as they
are capable of taking shelter within buildings. Two Assault
Clanguards can be melded together to create an Infector
Clanguard.
COMBAT DRUGS – They carry capsules of Pronocol,
a synthetic combat drug that gives the user a massive
dose of adrenaline at command. Effectively boosts the
unit’s regeneration process.
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DEPLOYABLE STRUCTURES
Viron Prime Sentry Gun
The deployable Bio-Pulsar gun can be used to bolster
the Viron’s defenses. It cannot move on its own accord
and must be transported to its intended position.
Viron KZ Sensor
The deployable field sensor will detect all enemy units
within 400–500m. It cannot move on its own accord and
must be transported to its intended position.
Graser Strike
The Viron commander can request his orbiting Clanship to fire
its shipboard Graser cannons at a location on the battlefield.
While a Clanship’s Graser cannons are primarily used against
space targets, they are more than dangerous when fired at the
planet’s surface. A lot of the weapon’s destructive energy is
however shredded when penetrating the atmosphere.
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TERRAN EMPIRE
The Terran Empire, a relatively new empire formed out
of the ashes of the old mega corporations, is driving an
iron-willed offensive against the outer colonies and is now
severely threatening the NSA home planet, Morningstar Prime.
The goal of the Terran Empire is to reconquer the outer colonies
and reunite mankind at all costs. The end justifies the means,
and this surely means the end for Morningstar Prime.
In her mind she has been tasked by her Emperor with a divine objective—all of
humanity must be united and those who resist are not worthy of existence. She
follows the Imperial decree with an almost fanatical fervor: give no pardon,
accept no surrender. The end always justifies the means.
Few have seen her in person, and of those who have, fewer still are alive. Unless
you are one of her most trusted envoys, one look into her cold, dark eyes usually
means that you are about to be executed. Shunning human contact, she mainly
commands her forces through two agents almost as ruthless as herself: Imperial
Centurions Cezarus and Dracus. A rumor often whispered among the lower
ranks is that Vlaana doesn’t really exist at all, but is a figurehead for these two
commanders. This rumor is further intensified by the fact that Vlaana was present
in 2699 when the Terran invasion began and that now, forty-two years later, she
doesn’t appear to have aged a day.
Vlaana is known throughout the quadrant as the Butcher of Ariel. It is said that
she, in an uncommon move, walked the battlefield in person on the colony of
Ariel, indiscriminately slaughtering military and civilians alike. Terran legionnaires
even tell tales of her cutting down allied troops if they got in her path, causing all
but the most battle-hardened Terran to shiver at the mention of her name.
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BATTLEFIELD TACTICS
THE BASICS
If all your units have been wiped from the map and your last LZ has been
captured, you no longer have a presence on the battlefield and you have been
defeated.
Your dropship can also be damaged while delivering units to the battlefield or
while performing close air support, so watch its health. If your dropship is
destroyed, it will automatically be replaced, but it will take a short time. During
this period, you will be unable to drop additional troops.
THE BATTLEFIELD
Only a foolish field commander would send his strike team into a combat zone
without surveying the surrounding battlefield. Knowing how the terrain affects
your units is a cornerstone on the road to victory.
Line of Sight
To detect enemy units they must be within your own units’ view range, and unless
your units are equipped with radar, they must also have an unobstructed line of
sight to the enemy. Hills and other terrain features block the line of sight. Smaller
targets such as infantry can easily hide in small furrows, while large terradynes
require larger depressions in the ground to stay hidden. Scout vehicles and other
light units have a better view range than the heavier vehicles. Therefore it is
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useful to make sure reconnaissance squads support your heavier units. Note
that the enemy can always detect your units’ presence if they fire their weapons.
Elevated Positions
Units on high ground always have the advantage over units on level ground.
Because of the awkward firing angle, units that are forced to shoot up at the
enemy often miss. At extreme angles, units on higher ground are able to hit
the vulnerable top armor on vehicles, which gives infantry a fighting chance even
against very heavy armor. Always try to place spotters on high ground in lookout
positions that give the best view of the battlefield. Likewise it is important to
prevent the enemy from fortifying the high ground. You can use your artillery to
clear hills captured by the enemy.
FORESTS
Infantry have much better mobility than terradynes and hoverdynes. Only infantry
is capable of moving around in forests. Units in forests receive additional protec-
tion and are much harder to detect. Remember that your infantry is virtually
defenseless in the open.
BUILDINGS
While inside a building, soldiers take up firing positions at the four points of the
compass; however, not all buildings have openings or usable positions in all
directions. In an urban setting it is vital to select positions that provide a good
view of choke points and hotspots while providing cover for your own soldiers.
The structure provides additional protection for any unit inside. Although a
building cannot be destroyed, the infantry inside are especially vulnerable to
gas and fire-based weapons.
GUN EMPLACEMENTS
Dotted around the battlefield are gun emplacements that are available to infantry.
In order to use a gun emplacement an infantry unit must be placed inside. A gun
emplacement cannot be destroyed—only disabled. A disabled emplacement can
be repaired and restored by engineer units.
WEATHER
There are several ways that weather affects combat. Rain and other conditions
always decrease visibility and thus weapon range. Use the cover of harsh
weather to assault far-reaching enemies; this will allow your unit to get within
firing range before it is detected.
SUPPORT WEAPONS
Support weapons, a range of “off-map” support weapons and equipment, come
at a significant AP cost. Support can be called in to any part of the map at
any time, regardless of visibility and accessibility. Delivery to the field takes a
while, but the results can be devastating when support weapons hit. They are
particularly effective against a defensive and immobile enemy.
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MAINTENANCE
A lot of work goes into the production of each new unit that you place on the
battlefield. The number of available crews goes down and the Acquisition Points
you receive for holding the battlefield are reduced to represent the fact that your
army is eating up a large part of the entire NSA war budget. The upper right
corner of the interface has an indicator of black slots that fill up with green
markers as the maintenance level goes up. When you reach your unit maximum,
the maintenance costs will be so high that you will gain no new AP and will not
be able to order any more units. Replacing a number of weaker units with more
expensive and powerful units can help you to keep a balance.
FLANKING MANEUVERS
Terradynes and hoverdynes have armor thicker in the front than in the rear. It is
important to use this wisely; a controlled attack from the flanks or the rear will
hurt the enemy a lot more than an all-out frontal assault. It is equally important to
deny the enemy the opportunity to attack your units from the rear or else they will
quickly slaughter your units. When attacking your enemy, have fast units ready to
circle around and attack from the rear.
COMBINED ARMS
You have many different types of units at your disposal; learn their strengths
and weaknesses to create a powerful strike force. A force consisting entirely of
heavy terradynes and artillery vehicles is extremely vulnerable to helidynes.
Similarly, a helidyne force requires ground support to fend off enemy anti-air.
Artillery vehicles have extremely efficient long-range attacks. However, they are
very vulnerable to attacks from enemy units. Make certain to have protective units
around your artillery vehicles or you will quickly lose them. Be sure that you don’t
have any friendly units near the target point or the effect will be devastating.
Scout vehicles and infantry have excellent reconnaissance capabilities and will
detect enemy units at long range. An artillery strike is much more powerful when
forward observers are used to pinpoint the enemy’s location.
Infantry are hard to detect and are capable of hiding in forests and buildings.
Keep them well protected against fast-firing enemies and use transporters to
move them quickly on the battlefield.
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HOTKEYS
KEYS ACTION
Up Move camera forward
Down Move camera backward
Left Move camera left
Right Move camera right
Page up Camera Higher
page down Camera lower
A Attack
M Move
C Hold down for Reverse Move
R Repair
Z Select Landing Zone
W Move camera to currently selected Landing Zone
L Load APC
U Unload APC
E Meld (Viron only)
F Cycle formations
H Send dropship home to base
D Send reinforcements buy order & deploy units
V Toggle dropship status
(return to base / stay on battlefield)
X Activate secondary mode
I Activate Upgrade dropship screen
K Activate Reinforcements screen
B Cycle fire behavior (Hold, Free, Return)
N Objectives. Displays mission objectives.
S Halt. Orders the selected unit to stop moving and
cease fire
Backspace Displays the multiplayer score board
SHIFT-C Toggle between Free Camera and Classic RTS camera
modes
ALT Hold down to view health and team color of all
visible units
ALT Display view and fire range radius for selected units
SHIFT Hold down to queue multiple orders
SHIFT Hold down to select multiple units or groups of units
TAB Switches selection focus in current selection
ESC Close active window or abandon game if no window is
open
Mouse1 (Left) Select units
Mouse2 (Right) Give order depending on context (e.g. attack, move,
etc.)
Mouse3 (Middle) Press to look around freely with the camera
Left Ctrl Create squad modifier
Pause Pause
Print Scrn Screenshot
Zoom in on map Numpad +
Zoom out on map Numpad -
Left Ctrl + Enter Chat
Enter Team Chat
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CREDITS
Developed by MASSIVE ENTERTAINMENT
CEO & EXECUTIVE PRODUCER ADDITIONAL CREDITS - VOICE RECORDING -
Martin Walfisz Joachim Carlsson
HEAD OF SOUND, VITAL SPARK
Christina Geijer
PROJECT MANAGER Christian Johnson
Carl Fransson CONSULTANTS
DIALOGUE ENGINEER/EDITOR
Joe Dever
LEAD GAME DESIGNER
Dr. Ian "Mad Doc" Davis Andrea Toyias
Henrik Sebring
Tobias Ahlstedt VOICE DIRECTION
LEAD ARTISTS Odd Nydrén Eric Weiss
Tobias Strömvall VOICE CAST
MOTION CAPTURE BY
Pär Green Northern Light Studios / Captain Jacob Angelus:
LEAD SOFTWARE ENGINEERS Starbreeze Chris Edgerly
Niklas Hansson Megafront Falun Dr. Alice McNeal:
Johannes Norneby MOTION CAPTURE STUNTS
Traci Lords
Mikael Brolin Major D. Grant:
TECHNOLOGY ARCHITECT
Fliss Walton Charles Dennis
Martin Rystrand
Henry Laton General Warhurst:
SOFTWARE ENGINEERING TEAM Duane Shepard
Daniel Ljungberg NIMROD SYMPHONY Sergeant Rho:
ORCHESTRA
Asker Brodersen Hank Jacobs
Jonathan Williams
Erik Westerlund Lt. LaCroix:
Tobias Carlsson PRODUCTION BABIES Kath Soucie
Mattias Paulsson Filip Centurion Dracus:
Per-Magnus Olsson Victor Scott Bullock
Viggo Centurion Cezarus:
ART TEAM Selma
Orhan Karagöz Brian George
Thomas Bengtsson SPECIAL THANKS TO Hervon Dreznor:
Joakim Månsson All our spouses, families and Phil Lamarr
Magnus Larsson friends (for understanding) Drahk'Mar Vicath:
Jonas Dahlin Ron Canada
THANKS TO
Rodrigo Cespedes G'hall Vicath:
Christian Pérez
Steve Blum
Jan Benjaminson
GAME AND MISSION K'haunir Vicath:
DESIGN TEAM Tomas Althén
Hans Berglund Steve Blum
Joe Fricano Major Sarah Parker:
Andreas Palmgren John Klepper
Dejan Momcilovic Jennifer Hale
Carl Lundgren Imperator Vlaana:
Per Edman Fredrik "Madfrog" Johansson
Lisa Anderberg Kath Soucie
Nicklas Cederström
Liv Rebecka Hagman UNIT FEEDBACK
MUSIC AND SOUND Sweden Models Chris Edgerly
Ola Strandh Andreas Gustafsson Charles Dennis
Mark Harris / NVidia Duane Shepard
QA TEAM
Jack Bennett II / Newtek Hank Jacobs
Fredrik Svensson
Magnus Robertsson Scott Bullock
Anders Larsson
Mathias "Raven" Wittlock Brian George
Magnus Olsson Kim Nordström
Johan Oldbring Phil Lamarr
David Polfeldt
Ron Canada
PR MANAGER HC sqd, C plat. Sierra coy, 5th
Steve Blum
Elin Bergman Swe Bn, Kosovo
Jennifer Hale
Pizza & Spagetti House No 1
CFO All nearby fast food places John DiMaggio
Annika Ohlsson The Coca Cola guy SPECIAL THANKS TO
Espresso House & Coffee Eric Weiss
SYSTEMS & NETWORK
Maniac Tom Keegan
ADMINISTRATORS
The coffee machine (for being Per Edman
Daniel Ljungberg
open 24/7) Joe Fricano
Nico Davis
www.homestarrunner.com Ola Strandh
All multiplayer beta testers
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