
Fantasy Kommander
Fascination of evil
TUTORIAL

General Info:
This tutorial is highly recommended for those who are playing Fantasy Kommander for the first time or have little knowlede of strategy games.Fantasy Kommander is a turn based strategy rpg.In this first chapter, in campaign mode, you will lead the armies of the Adamantia Empire, risen again thanks to a new alliance between humans, elves and dwarves.The main interaction tool is the mouse. You will select, move, fight and analyze armies over the war field or in the managing phase using a simple point and click system.To move the camera over the battlefield use the arrow keys, wasd or point and click over the borders of the game screen.For every other move use the mouse.

The Battlefield
The first thing to do at the beginning of the battle in Campaign Mode is to place your armies (in War Academy mode both armies are already placed). Clicking on an icon/face in the army box you will appear on the battlefield a white grid (explore the battlefield using the arrow keys or point an click over the game borders). Select the square where you want to place the army by clicking on it. You can also decide which is the orientation of the army clicking over one of the 4 adiacent squares (you will see 4 red arrows). A tip: try not to give your shoulders or the flank to your enemy...


As soon as you have placed all of your armies (or there won't be land to place them), confirm in the army box and the battle will begin!
Don't be afraid if the first moves are your enemy's, you have all the time to reflect and plan your strategy for your victory.
As you can see the game takes place over a chessboard that represents and divides the territories which make up the battlefield. Each terrain has characteristics that affect the fights.
Some examples: defending on a mountain terrain is easier than on a plain, moving on a road with a chivalry army is faster than through a forest (well, if you're not an Elf!).
The armies, made up by a hundred men are represented by single miniature figures.
The bases of these figures have different colors: Adamantia Empire's armies stand on a white base, Kaos armies on a black one, the Adamantia General on a red base, the Kaos General on a green one.
At the centre of the base you can see the life of the army. At its sides 2 spheres: the green one indicates that the army can move(green on/off), the red one that the army can attack red on/off).
To obtain information about an army point at it with the mouse cursor and a tooltip will appear.
It will display: name/type of the army, life points, experience level, weapons level, armour level.

You can examine the characteristics of armies and terrains by clicking on the “info” button on the bottom right of the screen and then on the army/terrain you would like to inspect. To close this window click again on the “info” button.

Every battle turn is composed by 2 action phases, one for you and the other for your enemy. The order of execution of each phase is randomly determined at the beginning of the turn and is influenced by the “initiative” value of the generals on the battle field.
During your action phase you can move, entrench, activate special abilities and/or spells, fight with one, all or no armies.
To use an army you must click on it to select it. The squares where the unit can move will be highlighted. To attack an enemy army click on it: your own army will move and will attack the enemy in hand to hand or in distance combat, depending on its attack type.
At the bottom left of the interface you can see the details and the results of the fights, while on the battlefield you will see the damages taken by your enemy.
Remember that you can orient an army before or after a movement (but not after an attack), using the orientation button at the bottom left of the interface.
Entrenching an army you rise its defense abilities (the accuracy depends on the type of the unit, as an example infantry has more defensive bonuses than chivalry), it's possible to repeat the Entrenching action for 5 consecutive times. You lose a level of retrenchment every attack or defense action. You completely lose the rentrenchment effect when you move. You cannot entrench if you are in an enemy ZOC (Zone of Control)

Activating a special ability you will profit by its bonuses for one or more turns. All the armies acquire special abilities when they acquire a new level, some of them (such as generals) can use a special ability from the beginning. Activating a special ability is considered an “extra” action, if it is performed before any movement or attack. Activating a special ability cancels the effects of another ability still in use. The effects of the “area” special abilities that can be performed by generals sum up with those of the single armies.

When you have finished with your actions, click on the hourglass icon on the bottom right of the screen to end your turn.
Fantasy Kommander is a game with straight commands, but it features many rules and tactical options. In your battles and campaigns try to remember at least these:
• Never forget which is the Primary Objective and the amount of turns at your disposal to achieve it;
• On the battlefield, the primary objectives are marked using names written entirely in UPPERCASE.
• On the battlefield, the secondary objectives are marked using names where only the first letter is in uppercase.
• Have a look at the briefing if you need to be reminded of the Objectives and the battle turns;
• Army that moves cannot attack on long distance after the movement;
• Army attacking on long distance cannot move after the attack;
• Army attacking in close combat cannot move after the attack;
• Army that moves can attack in close combat;
• An army can be oriented only before an attack;
• An army can be oriented after a movement;
• Try to attack your enemies in close combat from the flank or the back. Try to avoid to be attacked in close combat by the flank or from the back. In these position the target of a close combat attack suffers a huge defensive malus.
• Try to defend in territories such as mountains, forests, or inside villages, fortresses and towns: you will receive a valuable defensive bonus. Avoid defending in open plains.
• Inside villages, fortresses and buildings, armies usually don't suffer any malus when defending from close combat attacks coming from the flank or the back.
• Armies attacking units inside villages, fortresses and buildings, usually don't receive bonus when attacking in close combat enemyes on the flank or by the back.
• Orienting the army has no movement cost, but you can do it only once in a turn, BEFORE performing an attack. You can orient the army after a movement action.
• Chivalry armies are most effective in the plains;
• Usually, it is better to attack or defend a town or a fortress with infantry rather than with chivalry;
• The defense ability of every army progressively decreases every time it suffers an attack, even if it is not successful;
• In order to perform a long distance attack you must have a fire line free from mountains, hills, towns, etc (but there can be armies);
• Every army has a “ZOC” (zone of control) consisting of every square adiacent to the army square, excluding the 3 squares behind its back;
• The movement of every army stops as soon as it enters an enemy ZOC;
• Catapults have a damage bonus when they attack armies in buildings such as fortresses, castles (etc.) ;
• Elven armies have many movement and combat bonuses on forest terrains;
• Dwarven armies have manu movement and combat bonuses on mountain terrains



MAP

On the World Map you can see the geographical and narrative development of your military campaign.The battles you won are represented by the symbol of crossed swords with a green contour. Those that you still must fight are represented by the same symbol with a red contour. To proceed you must click on the red crossed words, read the title or the synopsis for the battle and confirm.After some decisive battles you will be able to choose between more narrative and strategical crossroads that will lead you towards different challenges and game endings. Read the battle synopsis with care because after you have decided to take a certain road, you won't probably be able to come back (unless you play all the campaing again, trying all the different crossroads).
Managing Phase:
Before and after every battle you will face a managing phase that will allow you yo buy, sell, and upgrade armies.

Every army can be upgraded in 3 ways
• Increase of the experience level (increase of characteristics and acquisition of special abilities);
• Weapons strengthening (increase of damage);
• Armors strengthening (increase of armor protection and defense %).

The increase of the level of experience can occur only if the army has enough experience points and your treasure is enough to substain the cost.
Increasing the level you face 2 consecutive phases:
• Increase of your characteristics;
• Acquisition of special abilities/spells (only at levels 2,3,5,10).
The increase of characteristics happens either automatically, either by voluntarily placing the characteristic points you have obtained. You must assign every obtained characteristic point in order to proceed in the game.

The acquisition of special abilities/spells happens only at levels 2,3,5,10 and follows a “tree” structure where in order to obtain certain abilities/spells, you must have previous knowledge of other abilities/spells.


Strengthening weapons and armors has a variable cost in augustali and happens proportionally to the experience level of the army (as an example, a second level army can receive no more that 2 strenghenings in weapons and/ora armors).
Strengthening your weapons you increase damage your army causes to enemies in battle.
Strengthening armors you increase the protection values and the defense % from enemy attacks.
Think carefully about your choices in these phases because you won't be able to come back!