All Tutorial Messages
Tutorial 1
- Greetings, Red Executive! Your job is to kill these two blue Puffers without getting killed yourself. The Puffers have been lobotomized, so they should be a low threat unless you get too close.
- To start, left-click on your Executive. (You can left-click on anything to inspect it, including a door.)
- Issue movement orders. Right-click empty squares to move your Executive there. You must right-click four times, once for each step. Press "Q/End Turn" when finished.
- Your four action points allow you to take four steps. You may have been walking five steps; you are trading both your two action points to walk an extra step. This is called "sprinting" and your movement points will indicate -1. Keep moving around the corner to the door, then press the Q key or "Q/End Turn".
- You have two action points, which means you have two shots (if you don't trade them to sprint). Action points are for shooting.
- You should try shooting out that door to get to the Puffers. Get your Executive in position, then choose "Fire", then right-click on the door to indicate your target. The red hilighted squares indicate what squares are visible and in range.
- The Puffer will be hard to hit, since he will move alternately with your moves. You should use opportunity fire. Opportunity fire means "Shoot at any enemy who is in range right now." If no one is in range, your Exec will not shoot.
- Move so you have a clear shot into the cell through the windows, and then press the "OppFire" button twice to take both shots. (Move four steps or less; don't sprint.)
- You can move, opp-fire, and move again. Mix the moves together as an experiment. You can hit "Z/Undo" while giving orders to undo an order.
- You can either shoot open the second door and walk into the cell with the other Puffer, or else you can stand at the window and use Opp-fire.
- You can hit F1 or the "?" button at any time to see all the help.
Tutorial 2
- On this map, you're going to use your two Red snipeys to kill that Blue puffer. Move them both right this turn, and don't forget you can walk diagonally. You can also shoot out that breakable wall.
- As you can see, each unit moves in the order in which it was given commands. Keep moving down and right in front of the windows.
- Snipeys are great long-range units with one shot per turn. You could stand in front of the windows and use opp-fire and take shots in.
- However, you should use "opportunity move" instead. This allows you to move and take shots as you discover them.
- Click on the "I/Opp-move" radio button, then give orders for your Snipeys to walk back and forth in front of the window. Your orders will appear red, for opp-move.
- Opp-move takes up all of your action points for a turn. Once you start opp-moving, you cannot issue any firing orders.
- During an opp-move, you will take as many shots as you have action points. So, a Snipey will fire once no matter how many steps he takes.
- You can and should take all four opp-moves for your Snipeys. This will give them the most opportunities to hit the enemy.
- Opp-fire picks targets randomly from all enemies within range, so the flag will also act to draw fire.
- As you start facing enemies who can shoot back at you, you can take advantage of opp-move and opp-fire to run out from behind cover, shoot, and then sprint back to cover.
- You will need to mix shooting, moving, opp-fire, and opp-move to get the best opportunities to shoot and not get hit.
- Opp-move is really your friend. Use it a lot!
Tutorial 3
- We will now introduce you to Max units. Use them (and the Snipey) to kill the two Blue snipeys.
- Maxes fire explosive shells. These shells do low damage, but cover a lot of area, and Max gets a lot of shots.
- These sheep are really in the way. Use your Maxes to take six shots this turn. Target the door with the first shot, then step forward and use targeted fire to target the ground to clear the sheep.
- You might have hit yourself. Hitting yourself by accident is pretty easy with Max. Hitting yourself does a little penalty damage (see "Stats"). Remember, Little Green Guys follow orders no matter what.
- Max shots penetrate walls. Thus, if you target a wall, you can actually shoot throught it. Try taking out the bricked-in sheep by targeting the wall next to it.
- Max has armor. Armor subtracts damage when you get hit. So, if you get hit for 4 damage, the armor takes off one. However, you will always take a minimum of one damage per attack.
- Max is extremely useful for hitting enemies hiding behind cover. You can target that wall to the south and see if you can hit the Snipeys without even showing yourself to them.
- Sheep are harmless non-combatants and cannot be opp-fired. They move randomly before any Green Guys move.
- Go get those last Snipeys! You can fill the room with shells, then run back out of the room to take cover. Also, try shooting through the wall.
Tutorial 4
- Oh, wow, it's so brown in here! Neat-o.
- OK, your new unit is the Firebot. Firebots fire through soft targets like doors, crates, friends, and enemies. You can hit that checkered flag right now. Do so!
- Firebots have lots of armor and great range, but are slow. Don't hit your own guys!
- The crates will explode, and those explosions can chain. Clear those crates out with one shot!
- Crates are fun to explode next to enemies. You get full score for explosion damage, so it's as good as shooting enemies directly.
- Firebots can fire through doors, but they can't penetrate walls. Even if you target a wall, you will not go through.
- That Blue Max is in trouble. You should be able to run to the window, fire, then dive for cover. Try blowing up the crate next to him.
Tutorial 5
- Whee! A dreaded Puffer army! Puffers are cheap but scary. They have sharp teeth.
- Since Puffers have only a hand-to-hand combat attack but 5 movement points, they work best with opp-move. They do a constant 4 damage when they hit.
- I'd suggest using your Exec to shoot open some doors, then opp-moving all your puffers out in a rush.
- To motivate your troops, we have linked the survival of your troops to your Executive's survival---if your Exec dies, all of your troops will die at the same time.
- (The exact mechanism is not important; it's a complicated thing to do with marrow-implanted cyanide and alpha-wave-aware plastic explosives in their fillings.)
- Protect your Exec at all costs!
- There is a special rule for Puffers and explosions. When a puffer causes an explosion (like chomping a crate), it personally only takes 1 damage. Other puffers on the same team will still take normal damage.
- Because of the special Puffer-explosion-protection rule, you can use puffers to blow things up tactically for only a small penalty.
- Those nuclear crates make a big explosion when you do 5 damage to them. Chomp them with your Puffers and check it out (they need two chomps).
- Remember, opp-move and your Puffer army go together like milk and cereal. (Mmm, cereal.)
Tutorial 6
- Now you will learn to use Miners as a deadly weapon. When they fire, they lay mines, so you must always use targeted fire with them.
- The first thing to know about miners is that they cannot use opportunity fire or opp-move.
- If they try to lay a mine on a square that isn't empty, they will do a weak hand-to-hand attack. Use your miners to hand-to-hand attack those doors. You will also need to clear those blue mines by firing at them.
- The hand-to-hand attack only does 2 damage, but mines do a lot of damage (1-6). Lay some mines with your miners all around this maze and see if you can get the Snipey to step on them. Watch out for the blue mines.
- Miners can step on mines of their own color without setting them off.
- A miner who fires at a mine of any color will clear it.
- Miners are really cheap, but are nearly useless on offense. They are great for blockades to slow down an enemy advance.
- If you're having trouble getting the Snipey to step on a mine, you can just surround him by mines, stand on your own mine, and use your hand-to-hand attacks. You'll take more damage, though.
Tutorial 7
- Now, Executive, here's your last map. You get one of each kind of unit and must kill every one of the Blue guys.
- Use your troops in concert to leave a trail of destruction and corpses. Blue-clad corpses. Those 5 HP doors will take a few hits to clear.
- The locked doors with "5" on them are hardened doors. Hardened doors stop Firebot fire. Those steel doors will take a while to clear if you want to go that route.
- If you haven't figured it out yet, the light green lines above everyone's heads during unit-placement indicates their percentage health. You can also click on units to see their HP.
- Executives and Firebots explode when they die. They do damage as indicated on the inspector panel. (Remember, the four sticks of C-4 explosives sewn into your Executive Flak Robes should be thought of as extra insulation.)
- Please do not smoke while wearing your Executive Flak Robes.
- If you want to know whether Red or Blue goes first, you can see it under "Turn Order" down in the status bar. In two-player games, it alternates who moves first.
- Solid-colored flags don't move or shoot but are members of the team. On maps with fog-of-war turned on, they act as scout outposts.
- Whoever is the last team standing scores all remaining flags. This can make a big difference on 3- and 4-team games, but not so much on 2-way games.
- Remember, if you kill the Blue Executive, all the other troops on that team will die.
- Most games you play against other people will have "fog of war" turned on, which means you can only see what is in the line-of-sight of your current troops. It's a much more cautious game.
- LGGWG is the most fun against other humans. You should go to http://www.lggwg.com/ and get a free account. The website lets you challenge others and accept challenges.
- Don't forget you can always read the full documentation; just hit the "?" button or see the website.