Warcraft: Lordaeron Wars[]
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Introduction[]
Warcraft: Lordaeron Wars is a strategy game based on the (World of) Warcraft setting by Blizzard Entertainment. Set in the Eastern Kingdoms of Azeroth, you will control one of the numerous races and factions vrying for supremacy of the continent.
Recommended Settings:
- Player Factions: Human, Hard or Fast AI depending on your preference for the AI play style.
- Minor Factions: Fast AI (These are intended to be AI only. This AI plays less optimally so minor faction units will be more likely to attack neighbouring territories instead of turtling on there own territory).
Factions[]
There are 6 major playable factions in Warcraft: Lordaeron Wars, each with there own unique units and mechanics (to come).
The Scourge[]
The Scarlet Crusade[]
Troll Tribes[]
Unique Mechanic: Troll Tribes of Azeroth
The player recieves 35 PU at the start of the game to purchase the troll tribes they start the game with. Each Tribe controls different territories and units at the start of the game. A major Tribe costs 20 PU, a medium Tribe costs 10 PU and a minor Tribe costs 5 PU.
If controlled by the AI, they will random the tribes they start with.
Blood Elves[]
The Forsaken[]
Dalaran[]
Horde[]
Stormwind[]
Ironforge[]
BurningLegion[]
DarkIronClan[]
DarkHorde[]
Minor Factions[]
There are numerous minor factions representing the small indepedent races, such as Gnolls, Spiders and Murlocs. They are all indepedent from one another, and hostile to every other faction in the game. There turn is after all player factions have went and they are capable of producing units and capturing territory like player factions.
Unique Mechanic: Minor races of Azeroth
- Production of units is limited to the production of a production unit and 2 ground combat units, except for the Elemental Conclave which can produce 4 different ground combat units.
- All combat units have a PU cost of 3x the cost of player factions.
- All units have a stat line of 2|2 except for heavy infantry which are 4|4 and tower which are 2x3|2x3.
- All minor faction tower units are capturable, and some production units are capturable which are placed during the game start. These capturable production units represent things like castles or villages that minor factions have taken over that can be repurposed for a player faction to use rather then things like huts or crypts which have no military use. The minor factions cannot produce more of these capturable production units. These are both denoted by a white circle instead of black.
- If a minor faction destroys a player factions production unit, it is captured instead and the resulting production unit is capturable by all factions.
Gameplay[]
Each faction has access to the same 6 base land units, 1 air units, 3 sea units and 2 buildings.
Each unit is different from one another, having differing PU costs, attack and defense values, support, targeted attacks and terrain types.
Production[]
A territory may only contain 1 production unit and it is destroyed when captured by another player faction. If captured by a minor faction, it is captured instead.
Production units can be built on territories the same turn when they are captured and can produce up to its territories PU-1 ground and/or sea units per turn.
A territory may contain any number of tower units but only 1 can be placed on the same territory per turn, and they may be placed on territories without a production unit. The placement of a tower unit does not count towards the placement limit of the territory.
Tower units can produce 1 ground or sea unit per turn.
Landmarks[]
The game starts with various minor landmarks placed around the map. These cannot be destroyed or removed, only captured.
Minor landmarks are:
- Farm: These produce 1 PU every turn and can produce 1 unit per turn.
- Gold mine: These produce 3 PU every turn but have a chance to collapse during the end of a round if they are contolled by a player faction.
- Pier: These enable the production of transport and frigate units.
- Port: These enable the production of all sea units.
Support[]
A support is a passive increases to another units attack or defense during combat./p>
- Leadership: Found on ground units. Increases a different type of units attack and defense during combat. Leadership from different types of units stack and a unit cannot recieve leadership from another unit identical to it. For example a stack of two heavy infantry units will not give leadership to one another as they are the same type of unit of heavy infantry, but a stack of 1 heavy infantry and 1 ranger unit will give leadership to one another. In another example, a stack of 1 heavy infantry, 1 ranger and 1 siege unit will recieve all 4 leadership supports onto its 3 units as they are from different types of units.
- Curse: Found on caster units. Decreases an enemy units attack and defense during combat. A unit can only recieve curse support once.
- Defenses: Found on tower units. Increases back unit types defense during combat. A unit can only recieve defense support once.
Targeted Attack[]
A targeted attack is an extra attack made at the start of the combat phase to another unit type.
- Retaliation: Found on infantry and heavy infantry units. Targets mounted unit types.
- Charge: Found on cavarly units. Targets front unit types.
- Anti-air: Found on ranged units. Targets flyer unit types.
- Flank: Found on air units. Targets back unit types.
- Magic: Found on caster units. Targets magician unit types.
- Sieging: Found on siege units. Targets tower units.
Table Key:
PU: PU cost of unit.
A: Attack value of unit.
D: Defense value of unit.
H: Number of hit die of unit.
T: Transport cost (for ground units) and transport capability (for ships).
M: Movement value.
Unit Type: Name of unit type (used for targeted attacks and support).
Terrain Type: Name of terrain type (used for terrain bonuses).
Support: Name of support.
SP: Value of support.
TA: Name of targeted attack
TAA: Attack value of targeted attack.
TAD: Defense value of targeted attack.
| Unit | PU | A | D | H | T | M | Unit Type | Terrain Type | Support | SP | TA | TAA | TAD |
| Light Infantry | 5 | 2 | 3 | 1 | 1 | 1 | Front | Infantry | - | - | Retaliation | 0 | 1 |
| Heavy Infantry | 9 | 5 | 4 | 1 | 1 | 1 | Front | Infantry | Leadership | 1 | Retaliation | 0 | 3 |
| Ranged | 7 | 3 | 2 | 1 | 1 | 1 | Back | Range | Leadership | 1 | Anti-air | 1 | 2 |
| Cavarly | 8 | 4 | 2 | 1 | 1 | 2 | Cavarly, Front | Mounted | - | - | Charge | 3 | 1 |
| Caster | 7 | 2 | 2 | 1 | 1 | 1 | Back, Magician | Range | Curse | 2x1 | Magic | 1 | 1 |
| Air | 9 | 3 | 3 | 1 | - | 3 | Flyer | Flying | - | - | Flank | 3 | 1 |
| Siege | 7 | 2 | 1 | 1 | 2 | 1 | Back, Siege | Range | Leadership | 2x1 | Sieging | 4 | 0 |
| Production | 20 | - | - | - | - | - | - | - | - | - | - | - | - |
| Tower | 15 | 2x4 | 2x4 | 2 | - | 0 | - | - | Defenses | 2x2 | - | - | - |
| Transport | 8 | 1 | 2 | 1 | 3 | 2 | - | - | - | - | - | - | - |
| Frigate | 12 | 3 | 4 | 1 | 1 | 2 | - | - | - | - | - | - | - |
| Battleship | 16 | 6 | 6 | 2 | 1 | 1 | - | - | - | - | - | - | - |
Territory Connections[]
All territories are connected to territories they are adjacent to.
Ground units may only be transported on coast territories.
The exceptions to this are territories that have a or map marker.
Cave markers indicate that the territory is linked to another nearby territory with a cave marker via a cave that goes either underground or through a mountain. These are listed below to avoid confusion:
- Havenshire : The Noxious Glade.
- Tirion's Cottage : Terrordale.
- Revantusk Village : Shaol'watha.
- Drywhisker Mine : Hiri'watha.
- Circle of Inner Binding : Faldir's Cove.
- Dalaran Remnant Camp : Ambermill.
Instance markers indicate that the territory is linked to either Stratholme or to Sunwell Plateau. These are listed below to avoid confusion:
- Stratholme Gate : King's Square.
- Eastwall Gate : Elder's Square.
- SZ40 : Stratholme Harbour.
- Sunwell Plateau : Parhelion Plaza and Quel'Danas Dead Scar. These two territories are not connected to one another.
Terrain[]
Each unit recieves different bonuses from different terrain. These bonuses are determined by the units Terrain Type.
If a territory has two terrains, then then resulting terrain bonus is the sum of each terrain effect.
There are also some terrain types which are used for production, such as Shipyard and don't effect unit values.
All dungeon terrain can produce 2 unit per turn, except for production and tower units which cannot be placed on them.
| Open | Hillside | Woodland | Mountains | Minor Settlement | Major Settlement | Dungeon | |
| Infantry | 0 | 0 | -1 | 0 | 0 | 1 | 0 | 0 | 1 | 1 | -1 | 1 | 1 | 0 |
| Range | 0 | 0 | 1 | 1 | -2 | -1 | 0 | 0 | -1 | 1 | 0 | 2 | 1 | -1 |
| Mounted | 2 | 1 | -2 | 0 | -2 | -1 | 0 | 0 | 1 | 0 | -2 | -1 | 1 | 0 |
| Flying | 0 | -2 | 1 | 0 | 1 | 2 | 0 | 1 | 0 | 0 | 1 | 0 | 1 | 1 |
A summary of each terrains effect by territory terrain:
- Open: Mounted are stronger, Flying are weaker.
- Hillside: Range and Flying are stronger, Infantry and Mounted are weaker.
- Woodlands: Infantry and Flying are stronger, Range and Mounted are weaker.
- Mountains: Flying are stronger.
- Minor Settlement: Infantry and Mounted are stronger, Range are mixed.
- Major Settlement: Range and Flying are stronger, Mounted are weaker, Infantry are mixed.
A summary of each terrain effect by unit terrain type:
- Infantry: Stronger in Woodlands, Minor Settlement. Weaker in Hillside. Mixed in Major Settlement.
- Range: Stronger in Hillside, Major Settlemen. Weaker in Woodland, Minor Settlement.
- Mounted: Stronger in Open, Minor Settlement. Weaker in Hillside, Woodlands, Major Settlement.
- Flying: Stronger in Hillside, Woodland, Mountain, Major Settlement. Weaker in Open.
Non-Combat Terrain
- Sea: All sea units can move over this terrain.
- River: Battleship units cannot move over this terrain
- Coast: Sea units can pick up and drop of land units at this terrain.
- Port: Transports and Frigates can be produced at this terrain.
- Shipyard: All sea units can be produced at this terrain.
- Impassable: Units cannot move over this terrain.
- Mountains: Only flying units can move over this terrain and they are stronger.
Units: ghoul abomination crypt_fiend skeleton_hound banshee gargoyle meat_wagon scourge_barge scourge_destroyer scourge_dreadship slaughterhouse ziggurat initiate crusader ranger cavalier purifier scarlet_rider cannon scarlet_transport scarlet_frigate scarlet_battleship scarlet_barrack crusade_outpost swordsman arcane_guardian farstrider hawkstrider_cavalier magister dragonhawk_rider thalassian_ballista thalassian_transport thalassian_frigate thalassian_battleship elven_lodge magic_tower berserker beast_master axe_thrower warbringer witch_doctor dragonhawk catapult troll_transport troll_frigate troll_juggernaught voodoo_lounge watch_tower deathguard deathstalker fallen_archer dark_knight apothecary bat plague_catapult forsaken_barge forsaken_destroyer forsaken_dreadship crypt reclaimed_ziggurat sunreaver_battle_mage rune_golem silver_covenant_ranger mana_hound archmage silver_covenant_hippogryph glaive_thrower dalaran_transport dalaran_frigate dalaran_battleship violet_hall arcane_tower grunt tauren headhunter raider shaman wind_rider demolisher horde_transport horde_frigate horde_juggernaught war_barrack spiked_watch_tower footman lion_guard archer knight priest flying_machine siege_engine stormwind_transport stormwind_frigate stormwind_battleship barrack scout_tower tinker mountaineer rifleman siege_tank arcanist gryphon_rider mortar dwarf_transport dwarf_frigate dwarf_stormhawk workshop cannon_tower mo'arg infernal imp felhound shadow_council_warlock sayaad infernal_machine demon_gate dimensional_portal guardsman war_golem lava_spawn core_hound sorceror fire_hawk molten_giant dark_dwarf_transport dark_dwarf_frigate dark_dwarf_stormhawk forgeworks flame_cannon_tower legionnaire enforcer hunter dragonspawn warlock black_dragon second_war_catapult dark_horde_transport dark_horde_frigate dark_horde_juggernaught second_war_barracks war_tower poacher mystic tent_capturable tent coastrunner tidecaller hut_capturable hut brute magi mound_capturable mound renegade dark_wizard hideout_capturable hideout broodling spitter nest_capturable nest dark_runner moon_walker pack_territory_capturable pack_territory ghost wraith haunt_capturable haunt tunneler geomancer mine_capturable mine fire_elemental earth_elemental air_elemental water_elemental covenant_capturable covenant husk remnant mana_nexus_capturable mana_nexus pier port shipyard dungeonpro neutral_tower gold_mine farm the_dark_portal sunwell book_of_medivh eye_of_dalaran eye_of_sargeras jeweled_scepter_of_sargeras skull_of_guldan aspect_shard death_knight lich nathrezim infernal_summon annihilan man'ari ered'ruin arthas_menethil kel'thuzad detheroc lord_kazzak doom_lord_kazzak supreme_lord_kazzak magtheridon kil'jaeden sorcerer-thane_thaurissan majordomo_executus trollai trolltoken trollmajorswitch1 trollmediumswitch1 trollmediumswitch2 trollminorswitch1 stromgardeswitch alteracswitch silvermoonswitch eastplaguelandsvillageswitch shadowfangkeepswitch fenriskeepswitch strahnbadswitch arathicirclesswitch eventswitch1 eventswitch2 eventswitch3 eventswitch4 eventswitch5 eventswitch6 kazzakupgradeswitch BurningLegionSunwellReadySwitch BurningLegionSunwellSummonedSwitch
Nations: TrollTribes
BloodElves
Forsaken
Dalaran
ScarletCrusade
Scourge
Horde
Stormwind
Ironforge
BurningLegion
DarkIronClan
DarkHorde
GnollPacks
MurlocTribes
OgreClans
BanditSyndicates
SpiderBroods
WorgenPacks
GhostHaunts
KoboldNests
ElementalThrones
WretchedOutcasts
