USING
THIS GUIDE:
An explanation of the
terms & symbols |
The
easiest way to explain this weapon guide is to work
through an actual example ... after which I will list all the symbols used
in these charts and explain their meanings. So, let's begin ...
In the example
above, WNC-2 Mustang (a very powerful offensive weapon) has the following
attributes:
LAND ATTACK / RANGE = 90 / 6
Mustang can attack any LAND-BASED opponent within a RANGE of SIX
hexes with the deadliest offensive force in the game,
"90". Unlike Mustang, which allows you to attack
your opponent indirectly from a distance, most other weapons in
Nectaris have a range of "1", which means that you may
only attack if your opponent is occupying a hexagon adjacent to your
troops.
AIR ATTACK / RANGE = 90 / 6
Mustang can attack any AIRCRAFT within a RANGE of SIX hexes with the
deadliest offensive force in the game, "90". Unlike
Mustang, which allows you to attack your opponent indirectly from a
distance, most other weapons in Nectaris have a range of
"1", which means that you may only attack if your opponent
is occupying a hexagon adjacent to your troops.
MOVE = Mustang can move up to SIX hexes per turn.
This is an average shifting ability, which ranges from 0 hexes (i.e.
immobile artillery such as SS-80 Atlas) to 12 hexes (i.e. FX-1
Falcon aircraft).
DEFENSE = Mustang has a pitiful defense of 10 and
must be carefully protected. In Nectaris, "Defense"
ranges on a scale of 4 (i.e. infantry) to 90 (i.e. land mines).
MOVEMENT TYPE = Mustang may either MOVE (arrow) or ATTACK
(explosion) each turn, but it CANNOT DO BOTH. See below for an
explanation of additional movement types.
|
|
MOVEMENT
TYPES EXPLAINED: |
|
Each turn, unit may attack
once. |
|
Each turn, unit may move
once. |
|
Each turn, unit may move
once and then attack once (if desired). |
|
Each turn, unit may move
once and then attack up to two times. |
|
Each turn, unit may move,
attack opponent, then move once again (i.e. retreat). |
|
Each turn, unit may either
move OR attack, but it cannot do both. |
|
|
|
SPECIAL
ABILITIES EXPLAINED: |
|
TROOP CARRIER:
This unit is a transport vehicle and carries cargo. You load
troops onto the carrier, move carrier to a desired location, and
then unload troops. |
|
CAPTURE FACTORY /
PRISON CAMP: Infantry are the only units that can capture
factories or enemy camps. |
|
REPAIR TROOPS:
Place this unit (RC-1 Nextor, WRC-1 Orcer) adjacent to damaged troops. A
certain number of troops are repaired per turn. |
|
|
|
|