1 e-book SAMPLE. For the DIGITAL DISTRIBUTION OPTIMIZED EDITION. This version has been optimized for fast download. J de Juegos presents: UNOFFICIAL STRATEGY GUIDE 108 items and weapons vehicles - 3 campaigns - 24 missions by Leonardo Antezana Patton
2 J de Juegos presents: Men of War Unofficial Strategy Guide Copyright Leonardo Antezana Patton All rights reserved, including the right to reproduce this e-book or portions thereof in any form. Published by TheEbookSale Publishing ISBN: Men of War is a game developed by Best Way/Digitalmindsoft (DMS). Published by 1C Company, 505 Games, and Aspyr Media. 2008/2009. Brands and trademarks named within the Guide belong to their respective Copyright holders. Men of War screenshots, references, and related material used with permission.
3 Introduction... 5 The Path to Men of War... 8 Soldiers: Heroes of World War II Silent Heroes: Elite Troops of World War II Faces of War About the Game Technology Gameplay Interface, Controls & Camera About the Guide Organization of the Guide Game Abstractions Shared Equipment and Weapons Contents Self-propelled Artillery mission 1: Baptism of Fire mission 2: Evacuation mission 3: P.O.W mission 4: Moscow is Behind Us! mission 5: The Penal Unit mission 6: The Last Stand mission 7: Behind Enemy Lines mission 8: Chasing Shadows mission 9: The Flying Dutchman Blazing Lands Weapons Light Weapons About the Missions... THE most complete 32 reference available. Heavy Weapons How I Played Throw and Special Weapons Tactics Non-armored Vehicles Soldier Stances and Line of Sight Artillery Flanking Light-armored Vehicles Squads and their Inventory Medium and Heavy-armored Vehicles Solo Tactics Self-propelled Artillery Task Force Tactics mission 1: Mercury Assault Tactics mission 2: Scorching Sands Defensive Tactics mission 3: Desert Stronghold Pseudo Technical Information mission 4: On the Way to Tunis Road to Victory mission 5: Borg s Last Fight Weapons Fox Hunt Light Weapons Weapons Heavy Weapons Light Weapons Throw and Special Weapons Heavy Weapons Non-armored Vehicles Throw and Special Weapons Artillery Non-armored Vehicles Light-armored Vehicles Artillery Medium and Heavy-armored Vehicles Light-armored Vehicles
4 Contents Medium and Heavy-armored Vehicles Self-propelled Artillery mission 1: Arsenal mission 2: Armistice mission 3: Meeting the Enemy mission 4: Disaster in Tunisia mission 5: Turning Point Bonus Scenarios mission 1: The Crossing mission 2: The Crossroads mission 3: The Battle of Vernon mission 4: The Airstrip mission 5: The Trap Vehicle List Non-armored Vehicles Artillery Light-armored Vehicles Medium and Heavy-armored Vehicles Self-propelled Artillery Final Words References
5 IntroductIon Victory belongs to the most persevering. - Napoleon Bonaparte -
6 Every now and then a company we never heard of comes up with a new great game concept that should become the new standard of a given genre, but for unknown reasons it just doesn t happen. Best Way is one such company and their title Soldiers: Heroes of World War II is one such game. What I particularly like about Best Way is that as new incarnations of their game appeared they didn t alter them in such a way that everyone became their target audience. They did their best to give a wider appeal to their franchise, but in the process to do so they didn t destroy their unique gameplay style, nor did they oversimplify it nor generalize it in a bad way. In a sense, how the company approached the design and implementation of their games in order to make them playable for a wider audience should be a lesson to be taught and learned. So many companies, when having to go through the same process directly cannibalize everything or almost sample page everything that made their product so great for most in the first place. Soldiers: Heroes of World War II is a tough game, can get very tough at some points in some missions. But with patience and good planning that toughness translates in one of the most rewarding gaming experiences the RTS genre has. Most times success comes thanks to what the player did, or helped his units achieve, it s not something that pretty much feels to 6 Tons of screenshots! Right from within the game. have happened automatically, like in so many other products. The next product iteration comes by the name of Silent Heroes and offers pretty much the same gameplay style as the original game. It can even be seen as an independent expansion with a new name. The true sequel, and an evolution of the game, is Faces of War which offers a few retouches, extensions and optimizations to the original gameplay. What makes FoW different is that it offers new dynamics and an Arcade mode which allows it to be simpler and more accessible to a wider audience, but thanks to the Tactical mode and tolerating a few control and design idiosyncrasies it maintains most, if not all, of what made Soldiers such a great game. It even adds enough to deepen the tactical side of its gameplay, making it possible to think combined attacks that were nearly impossible to do with the original. Men of War follows the design and
7 implementation philosophy of its immediate predecessor, it keeps the gameplay almost untouched, except where retouching was needed, and it extends it. Everything that felt or was redundant got generalized, controls got streamlined to let the user manage as he saw fit without forcing upon him a squad or a singleunit oriented style. Where most of the overhaul went are the visual cues provided for targeting in direct control mode, which help a lot to make some tactics more efficient. While this Guide is focused on MoW the information it contains in regard to equipment, weapons, vehicles and tactics can be applied and used in any of the series since they share much more than just the context. The only thing would be that some squad based tactics would be impossible, or impractical, in either Soldiers: Heroes of World War II or Silent Heroes because of their single-unit based game dynamics. The Second World War is one of the most recurring contexts in videogame s history; sample page the reasons are plenty and most of them are very straight forward. For one thing it is one of the largest recorded events we know of. This fact is what makes it so attractive for videogame developers; they have everything they need to build-on (and build with) at the reach of their hands: information for vehicles, weapons, clothes and uniforms, even potential settings for missions and objectives. Using what is relatively easily available on the Internet and in printed form gives 7 the developer more time to focus on other issues rather than those of coming up with art and context for a completely new world or universe. It helps save time and money and assign resources to other matters like gameplay and/or technology. The good thing, in this particular scenario, is that the mentioned context has such a huge amount of information, places and possibilities that even after so many games and so many missions there is yet unseen material available for other developers to use and still come up with stuff that qualifies as new. Obviously, the variety of game genres, game styles, game dynamics, context and settings, and technology used to bring them to life help a lot to make even the same World War II mission and events feel and play very different in each game.
8 Anti-Tank Rockets Ammo sample page be more efficient against tanks with thick armor. Mortar Shells Ammo The renders belong to standard bazooka rockets (URSS and Allies), Panzershreck and the P.I.A.T., respectively. Anti-Tank Rifle Bullets Ammo Box Amount Inventory 1 1x2 Box Amount Inventory 1 1x2 Aside of AT grenades infantry has access to rocket-launchers as the only alternative mean to fight them. The Bazookas and Pansershreck of the time were nothing more than specialized reloadable tubes to hold and guide explosive rockets. Because of this their effectiveness against medium and heavy tanks, which have thicker armor, is clearly reduced. Although there is a visual distinction between the rockets of some of the factions they are functionally equal. That is, there is no need to switch to a panzershreck to use its ammo, a bazooka will do. The exception to the rule above would be the British P.I.A.T. rocket-launcher that can be found in multiplayer. Mainly because it uses HEAT based rockets which ought to Box Amount Inventory 5 1x2 In most cases these type of bullets belong to a large 14.5 caliber designed to work against light vehicle armor. As can be expected their use and practicality shrinks once we have to deal with medium and/or heavy tanks. Even so, they can be useful against some tanks with weak top or rear armor, and against most armored vehicles which don t have heavy protection. Ammo renders and lots of details. 24 Mortar shells are presented as a universal kind of ammunition, they are one-sizefits-all. Which goes along with the fact that their mortars, for now, are also equal at a graphics level. All mortar shells are explosive so their effectiveness against armored vehicles, specially heavy ones is low. Large Rockets Box Amount Inventory 1 1x6 Ammo There aren t many rocket based weapons within the game, mainly the Land Mattress, the Katyusha, the Raketen-Werfer 56 and the Panzerwerfer, and the M4A3 Calliope; all but the two German units use a different caliber and rocket type but all work the
9 All of the series provide a set of basic almost essential equipment, with some specifics only appearing rarely during single-player missions but can be very practical during multiplayer sessions, in particular when there is a need to protect or defend a specific spot. Large Med Kit Equipment Helmet Wearable equipment The following set of descriptions include all of the items with a certain degree of usability and presence during Best Way s game series. A few of them don t appear in Men of War, and many are only truly available in multiplayer. Type healing First Aid Kit Equipment Inventory 1x2 Probably the most important piece of equipment a soldier can carry. They usually have none or five in their inventory. Personally I like them carrying at least ten. When in squads they can share them as they do ammo. The AI uses these automatically whenever they are hurt bellow 25 percent of their perceived health bar, or whenever the action seems to have stopped. Type healing Inventory 2x2 This one looks like a briefcase with a red cross on its side to make it understood that it is for healing. I found it once or twice during the Campaigns; its only advantage is providing more health recovering power than a first aid kit. Item & equipment renders and descriptions. Morphine Equipment Type healing Inventory 1x2 The description for this particular item can be found in the multiplayer section of the Faces of War site. It states that it can be used to bring a soldier back from the edges of death, but only in cooperative games. In those modes soldiers don t die instantly, so there is time to help them recover with a dose of morphine. 27 Type armor Inventory 2x2 No soldier should go without one; they are as helpful within the game as they would be in a real world scenario. Their use increases when facing opponents carrying rifle, or sniper rifle, who have a tendency to aim for the head. They also become important when moving prone and facing fire. Soviet soldiers usually appear with just hats, leaving the scarce helmets for elite troopers, reason for which it is advisable to trade them for a good helmet whenever possible. There is no perceivable difference between a German or Allied helmet other than appearance. Since helmets are also part of whatever outfit a soldier is wearing each side has its own versions as well as different models depending the troopers role (officer, tank driver, infantry, desert infantry, snow infantry). The only true distinction would be between those considered of hard protective material, and those of soft material.
10 Non-armored Vehicles The Soviet Union Campaign
11 Dnepr M-72 Motorbike Crew 3 Speed 45 sample page Armor (structure) front sides back top Armor (turret) Main weapon DS-39 Range (m)/ap Strength (mm) Reload time (seconds) 4.5 Secondary weapons AA - Turret - Hull - Rear - Details, descriptions and renders for 126 playable vehicles available in the game -cars, motorbikes, trucks, tanks, guns and artillery pieces. Although the temptation to use a M-72 motorbike as recon unit during the Campaign exists, the conditions don t. They are too fragile to enemy fire and most large scenarios aren t open, so their speed advantage is lost. At least we can hope to find one with its main gun available in inventory. 61
12 GAZ-67B Car Crew 3 Speed 45 sample page Armor (structure) front sides back top Armor (turret) Main weapon DS-39 Range (m)/ap Strength (mm) Reload time (seconds) 4.5 Secondary weapons AA - Turret - Hull - Rear - In-game render screenshots. As an all-terrain vehicle the GAZ-67B does a good job. Its speed makes it an acceptable recon car or an Officer transport. Its DS-39 is a great heavy machinegun against anything that moves except well armored targets. Within the game it is bound to see more action in multiplayer than the Campaign. 62
13 ZiS-5 Crew 2 Speed 31 Truck Armor (structure) front sides back top Armor (turret) Main weapon Range (m)/ap Strength (mm) Reload time (seconds) - - Secondary weapons AA - Turret - Hull - Rear - In-game data/facts and details for each vehicle. Trucks aren t particularly useful or present during the Campaign but they can become crucial during multiplayer games since they bring supplies. We have one carrying standard ammo for the infantry, another with ammo for the vehicles and a third that brings special items like barricades. 63
14 mission 1: Baptism of Fire The Soviet Union Campaign ALL missions described. Dificulty Reinforcements Survival Keep alive Allies Simple The main characters of the Soviet Union Campaign Alexei Kuztnetsov and Victor Smirnov survive a German attack to their convoy. They need to gather forces and seek for survivors to form a counterattack on a nearby town taken by the Germans. Then they need to intercept a supply convoy.
15 Scenario map overview screenshots. 102
16 This scenario acts as a true baptism of fire since the player is pretty much thrown into the action without any further introduction. The first portion of the mission offers some text-based recommendations that can be seen as a sort of tutorial, but they don t go too far and offer mainly details of the new stuff, like the alternative to view the Line of- Sight of a selected opponent (1). This in turn allows for easier flanking of vehicles, and for sneak approaches on hopefully unsuspected targets. After a short educational skirmish the survivors have to move toward a new meeting point (2), where we can find a good number of reinforcements to make up a second squad (up to six). Here the player can take some time to equip his teams better or just move on. Getting helmets for the new soldiers, and those who don t have them, would be a wise decision. As we move ahead the areas behind stop being active (they can no longer be accessed and become surrounded by a sort of fog) in what the GEM Editor calls sample page Zones. The main idea behind this is to avoid overwhelming the player in large maps. The next objective is to eliminate a well covered enemy position, which serves as a In-game screenshots of each mission. way to learn a little more about flanking the opponent (3). Leaving a squad behind cover and advancing silently with the other to an obvious attack spot behind the house is all that is required to move on. Some soldiers could trade their weapons for better MP-40s or even MG-34 m a c h i n e g u n s. There is a heavy tank here that can be repaired, a KV-1 with a 76mm main gun (for a heavy tank it isn t particularly powerful but it does offer a good all around armor). Recovering the nearby town (4) with the 103 help of the tank is very much straight forward, the only thing to consider is to go forward using the KV-1 as the main force and a squad as backup against the soldiers trying to flank our vehicle or attempting to launch AT grenades at it. There are a lot of German soldiers in the town, as well as some armored vehicles (SdKfz 251/10 and SdKfz 232) and Pak 37T 45mm artillery which can be a problem, advancing doing some recon and using properly the extra firepower provided by the tank is essential. Moving relatively slow, taking proper positions and replenishing ammo every now and then should take us to the next goal of the scenario. Once the town is recovered we need to retake a small hill nearby (Hill Mark 65) and prepare to ambush an enemy convoy (5). Here is a good point to save. Moving forward requires little else than being careful, it is very important that the tank doesn t get lost to the canons nearby, it simplifies a lot at the moment of springing the trap (its 76mm shells can deal with almost everything that
17 comes with a single well placed shot). After the enemy defending the hill is finished we have to take cover, using the high ground and the sandbags to our benefit. sample page At this point it can be wise to split our six man squad into two of three, so they can find better cover as well as provide two potential points of attack/defense while the KV-1 protects the road at the bottom of the hill. Taking the tank onto the hill isn t practical because its turret loses some freedom to aim because of the inclination of the terrain, in a bad spot it can also make it show a weaker side to the enemy guns, best place for it is the low ground by the road. Not too long after letting us get ready the enemy convoy appears (sometimes it just appears). Our squad (or teams) on foot should provide cover fire to the tank and be ready to move to better shelter if needed. The fire power of the tank becomes crucial to defeat the waves of Germans coming toward us, aiming manually to the weakest vehicles is a very useful tactic (mainly those fuel tank trucks). FULL scenario guide for each mission. Tactics and strategies. How to avoid and/or overcome the toughest spots. What to expect and how to accomplish the objectives. Target acquiring should focus on the strongest to most complicated opponents, like light and medium tanks, armored vehicles and armored troop carriers, then fuel trucks and trucks with troops. With a little luck as we shoot them they start to form a roadblock that forces the next wave of the convoy to waste time finding ways to go 104 through it, something our tank can put to good use. The first waves include BMW R12 motorbikes and Panzer III Ausf.3 tanks which shouldn t be much trouble. Near the end appear Panzer IV Ausf.E that can cause some trouble but nothing the KV-1 should be afraid of as long as it doesn t show one of its weak sides to their 75mm main guns. After some time surviving the enemy onslaught the mission ends.
18 Vehicle list What counts is not necessarily the size of the dog in the fight - it s the size of the fight in the dog. - General Dwight D. Eisenhower -
19 The idea behind this Vehicle List was to present a way to compare the different motorized weapons of each of the involved factions in a straight forward and as simple as possible form. Due to space and style constrains, and the amount of information to be shown it didn t end up as simple as I had thought it in my mind, nevertheless, I do believe that it accomplishes its goal of offering the reader the chance to see the advantages and disadvantages of different vehicles in an almost immediate manner. The list follows the conventions used across the book as far as vehicle grouping goes. In order to help the comparison process all vehicles from all factions have been put together under each class division. Nonarmored vehicles, artillery, light-armored vehicles and so on. The vehicles are listed following the Campaign order, that is, Soviet, German and then Allied. This way they are easy to compare and to perceive their strengths and weaknesses, a useful thing to know during multiplayer matches as well as the toughest Campaign missions. For each of the vehicle categories I have included as much information as is available within the game presented in a table format that makes it easy to read; also following the book conventions. sample page Each vehicle can have up to four data groups. All include the first one which presents the vehicle s designation, number of crew, its speed, and the faction it belongs to (as seen bellow). Dnepr M-72 [3 45] RU The second data set is only used for vehicles with armor, offering a detail on the thickness of it. The format obeys the same one used for a vehicle s data sheet within each Campaign section The first row presents the armor thickness of the structure and the second of the turret if one exists. The columns obey the format: front, sides, back, and top. A third data set presents the features of a vehicle s main weapon. Its designation, armor penetration and reload speed. Armor piercing capabilities are given as a data pair which indicates the range from which the ammo is shot (at 10, 30, 70 meters and maximum range) and its AP power from said distance. DT When there are no AP details it means that 353 the weapon in question doesn t have armor piercing capabilities. Most howitzer type weapons only include range since their high-explosive shells don t have actual AP capabilities (at least within the game s weapons simulation). The fourth data group provides details on the presence of secondary weapons in armored vehicles. The weapon s role/ position is shown bellow. Anti-Air Hull Turret Rear A minus (-) means no weapon. A plus (+) a standard machinegun or heavy machinegun, depending the faction. An asterisk (*) denotes the use of an advanced heavy machinegun, like the DShK for the Soviet army or the M2HB.50 for the Allies.
20 Non-armored Vehicles Dnepr M-72 GAZ-67B [3 45] RU [3 45] RU DS-39 Heavy Machinegun DS-39 Heavy Machinegun ZiS-5 [2 31] RU n/a BMW R12 [2 45] DE MG Kubel VW82 In-game data/facts MG-34 of vehicles in list format for comparison. [4 41] DE Open Blitz 3.6 [2 36] DE n/a Willys MB Dodge WC-55 [3 45] US/UK [3 34] UK Browning M6-37mm Bedford OYD [2 34] UK n/a Willys AT [3 36] US Twin M1A1 Bazookas
21 AND MUCH, MUCH MORE. Some content might be different in the final e-book release. Take the strategic or stealth approach, or go in with guns blazing. Take command of a group of soldiers or a whole battalion. A strategy game like no other, one in which the player actions and choices matter. A little tough but proportionally rewarding. Allows the player to take Direct Control of soldiers and vehicles for a unique gaming experience. 9 Red Army missions - 5 German missions - 5 Allied missions and 5 Bonus Scenarios, plus great replay value. A personal favorite and the best of the series -yet. Take charge of the defense or prepare for a full assault on enemy positions.
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A conversation with Scott Chappell, CMO, Sessions Online Schools of Interviewed by: Steven Groves, StevenGroves.com Guy R. Powell, DemandROMI Can you talk to us a little bit about Sessions and what Sessions
[Name of the game] Game Design Document Created by [Name of the team]: [Name of each team member] [Company logo] [Company name] [Date] Table of content 1 Overview... 4 1.1 Game abstract... 4 1.2 Objectives
HOW TO FIX YOUR CREDIT YOURSELF (without an attorney) How to Know When & Where to Apply for CREDIT Discover when your credit is good enough to get approved Introduction Now that you ve been through the
Age of Wonders II: The Wizard's Throne Quick Start Guide Thank you very much for purchasing this Age of Wonders game. This quick starting guide helps you get acquainted with all the basic controls of Age
DEPARTMENT OF THE AIR FORCE PRESENTATION TO THE TACTICAL AIR AND LAND FORCES SUBCOMMITTEE COMMITTEE ON ARMED SERVICES UNITED STATES HOUSE OF REPRESENTATIVES SUBJECT: FORCE PROTECTION ISSUES STATEMENT OF:
Background: Planes, tanks and gas The war came home From the very beginning of the war the British government was afraid that Germany would invade. The Germans could use planes, ships, tanks and weapons
Tactical and Strategical AI Artificial Intelligence for Games World Inter face Group AI Character AI Execution Management Strategy Decision Making Content Creation Scripting Movement Pathfinding Animation
Serious Game Design for Military Training Sule Yildirim Gjøvik University College firstname.lastname@example.org Games: Design & Research Conference, Volda Abstract. Improving the quality of military operations is a driving
1 2. 6 2 + 1. 7 0 10 3 + 7 1 4. 3 2 1 231 200 and 30 100 100 10 10 10 Maths in School Addition in School by Kate Robinson 2 Addition in School Contents Introduction p.3 Adding in everyday life p.3 Coat
Email Marketing Now let s get started on probably the most important part probably it is the most important part of this system and that s building your e-mail list. The money is in the list, the money
Game Theory and Poker Jason Swanson April, 2005 Abstract An extremely simplified version of poker is completely solved from a game theoretic standpoint. The actual properties of the optimal solution are
Finnegan Southey Game Design CMPUT 299 convexity (series) new modes: adding multiplayer features qbilities, training, introducing abilities critical gaming save dev qa coverage/replay approachable doors
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