1944_tutorial.lyx 21 KB

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  89. \index Index
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  110. \end_header
  111. \begin_body
  112. \begin_layout Title
  113. Spring: 1944 Tutorial
  114. \end_layout
  115. \begin_layout Author
  116. ThinkSome
  117. \end_layout
  118. \begin_layout Standard
  119. \begin_inset CommandInset toc
  120. LatexCommand tableofcontents
  121. \end_inset
  122. \end_layout
  123. \begin_layout Chapter
  124. Resources and Economy
  125. \end_layout
  126. \begin_layout Section
  127. \begin_inset Quotes pld
  128. \end_inset
  129. Command
  130. \begin_inset Quotes prd
  131. \end_inset
  132. \end_layout
  133. \begin_layout Subsection
  134. What it is
  135. \end_layout
  136. \begin_layout Standard
  137. On the HUD
  138. \begin_inset Foot
  139. status open
  140. \begin_layout Plain Layout
  141. heads-up display
  142. \end_layout
  143. \end_inset
  144. , you have two meters: one is white and represents command.
  145. Command is the most important resource in game.
  146. You need command for building stuff.
  147. \end_layout
  148. \begin_layout Subsection
  149. Obtaining command
  150. \end_layout
  151. \begin_layout Subsubsection
  152. Flags
  153. \end_layout
  154. \begin_layout Standard
  155. The main command income generating
  156. \begin_inset Quotes pld
  157. \end_inset
  158. objects
  159. \begin_inset Quotes prd
  160. \end_inset
  161. in this game are flags
  162. \begin_inset Foot
  163. status open
  164. \begin_layout Plain Layout
  165. you can see a flag waving on the pole when you zoom in
  166. \end_layout
  167. \end_inset
  168. .
  169. Flags produce command income starting at a map specific value.
  170. Some produce more, some less.
  171. Every game minute, the amount given by a flag will increase.
  172. This will reset after it is captured again (by enemy).
  173. It is very important not to lose back-end flags, as those usually are held
  174. for long periods of time and will gradually produce a lot of income (e.g.
  175. 32 on Kiev).
  176. Those near front line will change hands many times and thus are not important
  177. enough to lose the game over them.
  178. \end_layout
  179. \begin_layout Subsubsection
  180. \begin_inset Quotes pld
  181. \end_inset
  182. base income
  183. \begin_inset Quotes prd
  184. \end_inset
  185. \end_layout
  186. \begin_layout Standard
  187. Throughout the game, you will receive a certain amount of command, no matter
  188. what.
  189. This amount currently equals 25 per second.
  190. \end_layout
  191. \begin_layout Subsubsection
  192. Reclaiming
  193. \end_layout
  194. \begin_layout Standard
  195. You may obtain some percentage (~75%) of command used making a building
  196. by reclaiming it with engineers.
  197. It is a good idea to reclaim buildings you do not plan on using anytime
  198. soon.
  199. The command will transfer once the reclaim is complete.
  200. \end_layout
  201. \begin_layout Subsubsection
  202. Planes returning
  203. \end_layout
  204. \begin_layout Standard
  205. For most types of planes (interceptors, ground attack, scout, ...) you will
  206. get most of the command back if they safely return to base (off-map fictional
  207. base, not your base).
  208. Additionally, the amount will reduce if the plane is damaged according
  209. to the following formula:
  210. \end_layout
  211. \begin_layout Standard
  212. \begin_inset Formula
  213. \[
  214. amount=\frac{HP_{remaining}}{HP_{total}}*modifier*Costtobuild
  215. \]
  216. \end_inset
  217. \end_layout
  218. \begin_layout Standard
  219. Most of the planes define their own modifier with the default being 65%.
  220. \begin_inset Note Note
  221. status open
  222. \begin_layout Plain Layout
  223. file: LuaRules/Gadgets/game_planes.lua, search for
  224. \begin_inset Quotes pld
  225. \end_inset
  226. AddTeamResource
  227. \begin_inset Quotes prd
  228. \end_inset
  229. \end_layout
  230. \end_inset
  231. \end_layout
  232. \begin_layout Subsection
  233. Using command
  234. \end_layout
  235. \begin_layout Subsubsection
  236. At start of game
  237. \end_layout
  238. \begin_layout Standard
  239. When you start playing, absolutely do not build 10 engineers
  240. \begin_inset Foot
  241. status open
  242. \begin_layout Plain Layout
  243. unless you *really* know what you are doing
  244. \end_layout
  245. \end_inset
  246. , notable exception being map
  247. \begin_inset Quotes pld
  248. \end_inset
  249. Kiev
  250. \begin_inset Quotes prd
  251. \end_inset
  252. .
  253. Managing you economy well is one of the keys to success.
  254. Every engineer building something drains 15 command.
  255. It does not matter if you have 10 engineers or 1 engineer building something
  256. if your income is only 15, the thing will take equal time or more to build
  257. as you've needlessly spent 3000 command on those 9 engineers, which could
  258. be better used for building said thing or making more soldiers!.
  259. Speaking of that, always have the headquarters building producing infantry
  260. squads, they are the cheapest there! You may want to tick to build one
  261. of them and then set the headquarters on REPEAT.
  262. Unlike in *TA, S44 buildings cannot be assisted.
  263. \end_layout
  264. \begin_layout Subsubsection
  265. Informative figures
  266. \end_layout
  267. \begin_layout Standard
  268. Here are the informative command drain figures for the usual stuff
  269. \end_layout
  270. \begin_layout Standard
  271. \begin_inset Tabular
  272. <lyxtabular version="3" rows="10" columns="2">
  273. <features rotate="0" tabularvalignment="middle">
  274. <column alignment="center" valignment="top">
  275. <column alignment="center" valignment="top">
  276. <row>
  277. <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
  278. \begin_inset Text
  279. \begin_layout Plain Layout
  280. Unit/Building
  281. \end_layout
  282. \end_inset
  283. </cell>
  284. <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
  285. \begin_inset Text
  286. \begin_layout Plain Layout
  287. command drain when building something
  288. \end_layout
  289. \end_inset
  290. </cell>
  291. </row>
  292. <row>
  293. <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
  294. \begin_inset Text
  295. \begin_layout Plain Layout
  296. Engineer
  297. \end_layout
  298. \end_inset
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  300. <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
  301. \begin_inset Text
  302. \begin_layout Plain Layout
  303. 15
  304. \end_layout
  305. \end_inset
  306. </cell>
  307. </row>
  308. <row>
  309. <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
  310. \begin_inset Text
  311. \begin_layout Plain Layout
  312. Barracks
  313. \end_layout
  314. \end_inset
  315. </cell>
  316. <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
  317. \begin_inset Text
  318. \begin_layout Plain Layout
  319. 15
  320. \end_layout
  321. \end_inset
  322. </cell>
  323. </row>
  324. <row>
  325. <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
  326. \begin_inset Text
  327. \begin_layout Plain Layout
  328. Headquarters
  329. \end_layout
  330. \end_inset
  331. </cell>
  332. <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
  333. \begin_inset Text
  334. \begin_layout Plain Layout
  335. 20
  336. \end_layout
  337. \end_inset
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  340. <row>
  341. <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
  342. \begin_inset Text
  343. \begin_layout Plain Layout
  344. towed gun yard
  345. \end_layout
  346. \end_inset
  347. </cell>
  348. <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
  349. \begin_inset Text
  350. \begin_layout Plain Layout
  351. 50
  352. \end_layout
  353. \end_inset
  354. </cell>
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  356. <row>
  357. <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
  358. \begin_inset Text
  359. \begin_layout Plain Layout
  360. light vehicle yard
  361. \end_layout
  362. \end_inset
  363. </cell>
  364. <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
  365. \begin_inset Text
  366. \begin_layout Plain Layout
  367. 30
  368. \end_layout
  369. \end_inset
  370. </cell>
  371. </row>
  372. <row>
  373. <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
  374. \begin_inset Text
  375. \begin_layout Plain Layout
  376. radar (air factory)
  377. \end_layout
  378. \end_inset
  379. </cell>
  380. <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
  381. \begin_inset Text
  382. \begin_layout Plain Layout
  383. 100
  384. \end_layout
  385. \end_inset
  386. </cell>
  387. </row>
  388. <row>
  389. <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
  390. \begin_inset Text
  391. \begin_layout Plain Layout
  392. boat yard
  393. \end_layout
  394. \end_inset
  395. </cell>
  396. <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
  397. \begin_inset Text
  398. \begin_layout Plain Layout
  399. 75
  400. \end_layout
  401. \end_inset
  402. </cell>
  403. </row>
  404. <row>
  405. <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
  406. \begin_inset Text
  407. \begin_layout Plain Layout
  408. upgraded boat yard
  409. \end_layout
  410. \end_inset
  411. </cell>
  412. <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
  413. \begin_inset Text
  414. \begin_layout Plain Layout
  415. 100
  416. \end_layout
  417. \end_inset
  418. </cell>
  419. </row>
  420. <row>
  421. <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" usebox="none">
  422. \begin_inset Text
  423. \begin_layout Plain Layout
  424. tank depot
  425. \end_layout
  426. \end_inset
  427. </cell>
  428. <cell alignment="center" valignment="top" topline="true" bottomline="true" leftline="true" rightline="true" usebox="none">
  429. \begin_inset Text
  430. \begin_layout Plain Layout
  431. 100
  432. \end_layout
  433. \end_inset
  434. </cell>
  435. </row>
  436. </lyxtabular>
  437. \end_inset
  438. \end_layout
  439. \begin_layout Section
  440. \begin_inset Quotes pld
  441. \end_inset
  442. Logistics
  443. \begin_inset Quotes prd
  444. \end_inset
  445. a.k.a.
  446. ammo
  447. \end_layout
  448. \begin_layout Subsection
  449. What it is
  450. \end_layout
  451. \begin_layout Standard
  452. The other meter on your HUD is yellow and represents ammo.
  453. you need it for anything bigger than 50 cal gun.
  454. Note that rifle rounds, AT grenades, ordinary grenades and MG rounds are
  455. free (they do not consume logistics).
  456. \end_layout
  457. \begin_layout Subsection
  458. Obtaining ammo
  459. \end_layout
  460. \begin_layout Subsubsection
  461. Storage refill
  462. \end_layout
  463. \begin_layout Standard
  464. You get ammo from a building called a
  465. \begin_inset Quotes pld
  466. \end_inset
  467. supply storage
  468. \begin_inset Quotes prd
  469. \end_inset
  470. , you always get one free storage when you start the game, with soviets
  471. this is a truck but all other factions have it as a building.
  472. You can build more storage using engineers or construction vehicles (every
  473. storage gives ~1000 ammo).
  474. Storages are refilled every seven and a half minutes, and the time till
  475. refill is indicated above the yellow bar.
  476. Never build this building at the frontline.
  477. It is very fragile, expensive and doesen't directly benefit the fighting,
  478. you don't want to lose it.
  479. Instead, build it somewhere behind your base, preferrably as far away from
  480. the enemy as possible.
  481. It is also recommended to build some tank trap lines around them and your
  482. base in general (in a radius of atleast 5 storage sizes) to prevent them
  483. being tank-rushed.
  484. Be careful to always put a space the size of two storages between them
  485. to prevent them blowing up in a chain reaction when one unfortunately gets
  486. killed (be it from tank rush or infantry or artillery).
  487. Note that recent changes in the development version of the game have made
  488. it so that small vehicles (e.g.
  489. US greyhounds, GBR daimlers, RUS BA64, ...) can sneak through tank barricades,
  490. so build two lines close together, but shifted.
  491. \end_layout
  492. \begin_layout Subsubsection
  493. Japanese storage upgrade
  494. \end_layout
  495. \begin_layout Standard
  496. Japanese are the only faction in game that can constantly obtain storage.
  497. If you upgrade their storages into
  498. \begin_inset Quotes pld
  499. \end_inset
  500. Supply Tunnel Exit
  501. \begin_inset Quotes prd
  502. \end_inset
  503. , it will give you a small amount of storage every second, up to total storage
  504. capacity.
  505. \end_layout
  506. \begin_layout Subsection
  507. Using ammo
  508. \end_layout
  509. \begin_layout Subsubsection
  510. How much does a unit need?
  511. \end_layout
  512. \begin_layout Standard
  513. The ammo usage of a unit can be seen by hovering over it and looking into
  514. the bottom left corner.
  515. In the first row you will see a line like "log.
  516. usage: N, total: M", where N is the usage for ONE SHOT and M is how much
  517. ammo a unit can carry.
  518. \end_layout
  519. \begin_layout Subsubsection
  520. Delivering ammo to units
  521. \end_layout
  522. \begin_layout Standard
  523. The ammo you have in storage does not automatically transfer to units on
  524. the field, instead, it is provided by units/buildings called
  525. \begin_inset Quotes pld
  526. \end_inset
  527. supply providers
  528. \begin_inset Quotes prd
  529. \end_inset
  530. .
  531. For them to resupply your units (mortars, vehicles, artillery, tanks, ...),
  532. you need them to be in their supply radius, which is indicated by yellow
  533. dotted circles around every supply provider (HQ, factories, deployed trucks,
  534. support halftrack, large supply depot).
  535. If you hover over one of those, you will see all supply ranges on the map.
  536. The most commonly used suppliers:
  537. \end_layout
  538. \begin_layout Itemize
  539. Factories: these are the providers you start with.
  540. Though they may not seem that important right now, they are essential for
  541. giving newly-built units their initial ordance load.
  542. you may want to set your factories (non-infantry) destination to still
  543. be within range of the supply so they dont run off into battle empty-handed.
  544. \end_layout
  545. \begin_layout Itemize
  546. Deployed trucks: This unit costs about 500 command and can be build at barracks,
  547. light vehicle factory or towed gun yard (and their upgraded versions).
  548. Before it can do its job, you have to deploy it (hit the deploy button).
  549. After it is deployed (it will take roughly 20s), it will supply all units
  550. in a factory-like radius around it.
  551. \end_layout
  552. \begin_layout Itemize
  553. Large supply depot: This building has an extremely long supply range and
  554. costs about 4000 command.
  555. You can only build it using a construction vehicle.
  556. Its main benefit is that you don't have to keep making new trucks to replace
  557. the lost ones at the frontline.
  558. \end_layout
  559. \begin_layout Itemize
  560. Support halftrack: Available in the light vehicle yard and with its name
  561. varying by faction, it is the only land-based unit that can give supply
  562. without being deployed.
  563. To compensate for this, its range is the most limited of all ammo suppliers.
  564. Its use case is close infantry support (it has a machinegun) at start of
  565. game and following tanks, so that they are supplied when making a break-through.
  566. \end_layout
  567. \begin_layout Itemize
  568. Landing ships: Tank landing ships and infantry ferries also supply ammo
  569. to units on the beach.
  570. \end_layout
  571. \begin_layout Subsubsection
  572. Empty storage penalty
  573. \end_layout
  574. \begin_layout Standard
  575. Beware that if your logistics in storage ever drops below 50, your infantry
  576. will recieve a 30% rate-of-fire penalty.
  577. \end_layout
  578. \begin_layout Subsubsection
  579. Supply bonuses
  580. \end_layout
  581. \begin_layout Standard
  582. While small arms do not use ammo, they do benefit from being in supply range.
  583. Currently, infantry within supply range gets a 30% rate-of-fire boost,
  584. which can be crucial to win a battle.
  585. \end_layout
  586. \begin_layout Section
  587. Sight
  588. \end_layout
  589. \begin_layout Subsection
  590. introduction
  591. \end_layout
  592. \begin_layout Standard
  593. Knowing about the line of sight system in Spring: 1944 is very important,
  594. as some units are weak and have excellent sight, while others are powerful
  595. but can't see a thing.
  596. And a big gun is useless if it cannot see the enemy, right? I recommend
  597. always playing in the line-of-sight overlay, which you activate by pressing
  598. 'l' (lowercase L) on the keyboard.
  599. Beware: tanks and other vehicles are pretty much blind, you always need
  600. to escort them with infantry! There is nothing more frustrating than your
  601. brand new 200mm front-armor 10000 command tank getting killed by a simple
  602. grenade! LoS explanation:
  603. \end_layout
  604. \begin_layout Standard
  605. \begin_inset Float figure
  606. wide false
  607. sideways false
  608. status open
  609. \begin_layout Plain Layout
  610. \begin_inset Graphics
  611. filename LOS_demo.jpg
  612. width 100line%
  613. \end_inset
  614. \end_layout
  615. \begin_layout Plain Layout
  616. \begin_inset Caption Standard
  617. \begin_layout Plain Layout
  618. A - plain line of sight, everything is visible, except "hidden" units (binocular
  619. s, rus commisars, landmines, ...) B - Vehicle line of sight, in this range
  620. vehicles are visible C - ?? D - Air line of sight, this is where you spot
  621. planes if you don't have radar E - you can't see anything from here, except
  622. from the occasional artillery fire seismic signature.
  623. \end_layout
  624. \end_inset
  625. \end_layout
  626. \begin_layout Plain Layout
  627. \end_layout
  628. \end_inset
  629. \end_layout
  630. \begin_layout Subsection
  631. Scouting
  632. \end_layout
  633. \begin_layout Standard
  634. There are two special-purpose scouting units available in Spring: 1944:
  635. \end_layout
  636. \begin_layout Itemize
  637. Binoculars: While this unit may appear blind as if it were a vehicle, it
  638. has a special attack ability, which will reveal a part of the map close
  639. to the unit once you attack (not fight, attack) the map area.
  640. You can get this unit only from barracks and only in a squad with other
  641. units: mortars, snipers or an infantry gun team.
  642. \end_layout
  643. \begin_layout Itemize
  644. Scout plane: This is the long-term intelligence gathering unit.
  645. Should I build tank destroyers or not? Send a scout plane and see if they
  646. are building a tank yard! This unit is available in the headquarters and
  647. the radar (airplane-building factory).
  648. There are two icons with the plane there.
  649. One is for building it and the other is for launching it.
  650. Once you request it, there is a 15-second delay before it spawns.
  651. If you return it safely back to base, you even get up to 650 command back,
  652. making the cost of knowing what to do be only 350 command.
  653. Isn't that cheap?
  654. \end_layout
  655. \begin_layout Section
  656. Managing the Frontline
  657. \end_layout
  658. \begin_layout Subsection
  659. Infantry formations
  660. \end_layout
  661. \begin_layout Standard
  662. Remember to always make lines with your infantry so that they don't all
  663. get killed in one lucky cannon shot! Try to leave atleast two soldiers
  664. of space between two soldiers for this reason.
  665. Beware that spring currently likes to blob units together if they are moving
  666. over longer distances or non-flat terrain.
  667. Issue multiple line-move FIGHT orders in that case.
  668. When attacking, always use the FIGHT command.
  669. That way, your soldiers will automatically stop and engage the enemy, preventin
  670. g them from running and not shooting (as what happens when you use the regular
  671. MOVE command).
  672. If it looks like you are going to lose the skirmish, it may be advantageous
  673. to retreat the force (and later regroup them with newly-built units) using
  674. regular move commands and to sacrifice those two-three soldiers while running
  675. away.
  676. \end_layout
  677. \begin_layout Subsection
  678. Tank and mixed formations
  679. \end_layout
  680. \begin_layout Standard
  681. Always keep tanks behind your infantry lines, they outrange the infantry's
  682. sight anyway and will only get hurt after being spotted by enemy infantry.
  683. Only move them forward if you are purposely tank rushing the enemy base
  684. (such as to kill their logistic storage).
  685. When you are ordering units that move at different speeds, use CTRL-fight
  686. to make the faster ones slow down.
  687. \end_layout
  688. \begin_layout Subsection
  689. Attacking hardened frontline
  690. \end_layout
  691. \begin_layout Standard
  692. If the enemy has "entrenched" himself and you do not have tanks or the enemy
  693. has anti-tank units, you will need to use support weaponry to dislodge
  694. them.
  695. Early in the game you should, if possible, always keep a squad of mortars
  696. and a scout (the binoculars guy) on the standby for this.
  697. Later you can also use regular artillery for this.
  698. Once you have sight, the artillery will lock on to the target very fast
  699. (some 10s) and become a deadly weapon.
  700. Or, incase you are playing germany or japan, you could use the german Nebelwerf
  701. er (from upgraded towed gun yard - self propelled), russian Katyusha or
  702. 200 mm mortar (regular barracks) to render an area completely void of enemy.
  703. Be aware though, that these units consume a lot of ammo for a single shot!
  704. \end_layout
  705. \end_body
  706. \end_document