How to Use the Warline Tactical Dilemmas Designer
Tactical Dilemma ID
Give your tactical dilemma a unique ID, typically including the player kingdom's name and a unique numerical value. For example, "Flaym 001".
Your Kingdom
Choose the kingdom that the player controls.
Victory
Choose the victory condition that must be met in order for the player to succeed at the dilemma.
Starting Support Cards
Choose any support card(s) the army has in hand. A plain number indicates the combat value (the large white number) on the card. A value of "—" dictates no card. It is possible for an army to start with 0, 1, or 2 cards.
Dummy Opponent (white)
Configure the white dummy opponent's battalions, ramparts, and outposts. For battalions, a value of "X" dictates that the battalion starts already in the player's graveyard, while a value of "P" dictates that the battalion starts already in the player's prison. For ramparts, a value of "X" dictates that the rampart starts already demolished. For outposts, a value of "X" dictates that the outpost starts already pillaged, in the player's spoils.
Player (black)
Configure the black player's battalions, ramparts, and outposts. For battalions, a value of "X" dictates that the battalion starts already in the dummy opponent's graveyard, while a value of "P" dictates that the battalion starts already in the dummy opponent's prison. For ramparts, a value of "X" dictates that the rampart starts already demolished, while a value of "R" dictates that the rampart starts as a rampart resource. For outposts, a value of "X" dictates that the outpost starts already pillaged, in the dummy opponent's spoils.
Battlefield terrain
To choose a terrain type for any given zone, click on the zone and then choose a terrain type from the pop-up menu. **Remember, there are only 18 tiles for each terrain type, so be sure you have no greater than 18 zones of a single terrain type (except for the default flatland terrain, which has no limit).
How to Use the Warline Scenario Designer
Scenario Title
Give your scenario a unique title, which resonates with the drama of the location and situation. For example, "On the Banks of Despair".
Competing Kingdom**
Choose a kingdom to be the "competing kingdom"—that which actually won the historical battle. In scenario play, the competing kingdom is that which strives to achieve a specified victory condition, in order to claim a historically-accurate victory. If the competing kingdom achieves a victory condition other than that specified as the "**Historical Victory Condition", the kingdom is still victorious in the battle. Though, discovering how, and executing the strategy/tactics necessary, to achieve the same victory as was historically, is an engaging and satisfying additional layer of challenge!
Army Build
Choose the starting arms value for each battalion in the army. A value of "P#" dictates that the battalion starts out in the opponent's prison, and is of arms value # (for example, "P4" is an arms 4 battalion that starts in the opponent's prison). A value of "X" dictates that the battalion begins already slaughtered, in the opponent's graveyard (arms value does not matter).
Starting Support Cards
Choose any support card(s) the army has in hand at the start of battle. The number indicates the combat value (the large white number) on the card. A value of "—" dictates no card. It is possible for an army to start with 0, 1, or 2 cards.
Outpost Positions
Choose which positions on the map each of the army's outposts is established. Use the column numbers and row letters to cross reference the position. A value of "X" dictates that the outpost starts already pillaged, in the opponent's spoils.
**Historical Victory Condition
(For "Competing Kingdom**", only) Choose the victory condition that the competing kingdom must achieve in order to claim a historically-accurate victory. The specified victory condition is an optional layer of challenge, which fully tests your skills as a general!
Defending Kingdom
Choose a kingdom to be the "defending kingdom". In scenario play, the defending kingdom is victorious—and re-writes history—by achieving any victory condition. (It is quite dishonorable play to intentionally throw the match by focusing on spoiling the competing kingdom's chance to achieve the "**Historical Victory Condition", rather than focusing on victory as the defending kingdom.)
Lore
Write some immersive lore for your scenario. Where did the battle take place, between which kingdoms, and why? What was the motivation for the competing kingdom? Let your imagination run wild, and set the stage of history!
Battlefield terrain
To choose a terrain type for any given zone, click on the zone and then choose a terrain type from the pop-up menu. **Remember, there are only 18 tiles for each terrain type, so be sure you have no greater than 18 zones of a single terrain type (except for the default flatland terrain, which has no limit).
How to Use the Warline Random Game Setup App
How to Play a Random Setup
If you are using this app, skip game Stage I through game Stage IV. After you set up the game, both sides acquire support cards according to standard procedure. Then, go straight into game Stage V: Battle.
Creating a Random Setup
Click the "GENERATE" button to instantly create a unique randomized game setup. The app will generate kingdoms, terrain, outpost positions, and army configuration for both sides. Remember, you must acquire support cards after generating a setup and before starting game Stage V: Battle.
Changing Setup Options
You can tune how the app sets up a game. To begin, click the "⚙ OPTIONS" button. Then, click on options to edit the values.
- Allow Civil War: Set this to "Yes" if you are okay with the possibility of both sides representing the same kingdom.
- Minimum Number of Terrain: Set a lower limit to the number of terrain tiles a side might place.
- Minimum Total Arms: Set a lower limit to the total arms value of a side.