In Lost Admiral Returns, you
design your own fleet of Battleships, Destroyers,
Submarines, Carriers and other ships to battle
your enemy for control of the oceans by capturing and
keeping vital coastal cities. Over time, you also earn
customized flagships with powerful abilities that give
you an edge in crucial battles. You will need this edge
when undertaking intense missions to help Save the
Admiral from his plight. These missions complement the
background battle for Victory Points from cities with a
wide range of challenges and tasks that must be
accomplished quickly for total victory.
Examples of missions are “Trouble
Next Door”, where you must send vital
reinforcements to nearby oceanic battle zones while
still holding out against the enemy forces in your own
sector. “Secrets” will
have you escorting sensitive cargoes for Intelligence
Operations, sometimes right under the noses of the
enemy. “Rescue” involves
finding, picking up, and bringing home previously
presumed lost crewmembers scattered across the waters.
Fail to rescue them quickly enough, and the political
forces back home will be very upset with you.
These special missions are often assigned to you when
you undertake the extended Save the Admiral Campaign.
But first a story to help understand this extended
campaign…
You have all heard of him, the
famous Admiral that has protected our worthy
country for so many years. His fierce victories and
determination in the face of overwhelming odds is world
renown. But recently every battle has gone wrong, and
the enemy has gained the upper hand. The worst has
already happened, and the Admiral was disastrously
defeated in a huge naval battle just a few weeks ago!
As the Admiral’s own flagship sank beneath the waves,
his mind retreated inward trying to seek answers and
solve the puzzle of how victory could have been pulled
out of these devastating defeats. Although we were able
to rescue the Admiral’s body from the wreckage, his mind
is lost to us as he wanders inside a mental landscape of
abstract naval battles, trying to solve over and over
the best ways to overcome our enemy.
He has literally created a mental “naval
chess” game to work through these battles. Your
job is to work with the Admiral, enter this mental
landscape, learning how these games of his work, and
lead him in a successful search for his answers to
victory. Lead him to accept that he can defeat the
enemy, and that he is welcome back to the real world to
fight for our homeland before all is lost. Overcome all
obstacles, whether straight from the real world, or from
the whims of his imagination as he seeks approval and
the ways to winning perfect victories over our enemy.
To help the Admiral, you will
need to convince him that he has the acceptance
and support of the homeland. Do this by persuading the
political powers of individual states to support his
cause. Each state will usually have a special political
agenda of where they want a battle to be won (what type
of map) and the special mission they need completed.
Choose a state to start with, and undertake their
special assignments. Succeed in winning the battle, and
you will earn rewards from that state, along with its
support for the Admiral! Lose, and the state will tend
to resent your failure, and make future battles for it’s
support tougher…
States are grouped in regions, and you will need to
persuade all the states a region to support the Admiral
before moving on to the next region. Fortunately, you
can influence nearby states when you are victorious for
one state’s special mission. Swaying one state may sway
other adjacent states to your Admiral’s side if you have
influenced them enough. So planning ahead can speed up
your political conquering of a Region.
Now all of this struggle and conquest is taking place
in the Admiral’s muddled fuddled
mind as he battles with inner madness after those
disastrous defeats for his homeland. As a result, you
never know just what will come out of his imagination
for challenges during battles, or what his worst fears
will create. So be alert, and expect the unexpected
over time! We need the Admiral to believe in himself
again, so persuade those states to convince him of
worthiness by any means possible. And press ahead to
lead our Admiral back to us, as he is desperately needed
to help defend our homeland from the Enemy.
LAR, at its core, is a turn
based naval strategy game with a core unit
interaction reminiscent of the game
rock-scissors-paper. Maneuver your Battleships to find
and kill Destroyers in one shot. Have your own
Destroyers seek out and sink submerged Submarines in one
shot. And Submarines are able to damage Battleships
without risk to themselves as long as they are
submerged. Add to this ballet dance the process of
finding and hunting down the enemies forces through
scouting operations by Carriers and Patrol Boats.
The actual battle is won or lost by
how well you control the cities
located on the current battle map. Occupy these cities
with Transports or Armed Transports to keep control of
them. These cities are worth Victory Points that
accumulate throughout the time span of the battle, and
you need to outscore your opponent by a certain ratio of
Victory Points to win that battle. As a result, you
will sometimes find yourself in a doomed fighting
retreat, but winning the overall struggle for Victory
Points if you can hold out long enough for the battle to
end, and ceasefires to kick in.
The AI opponent in LAR is
vicious, and you can choose from 11 levels of
difficulty, one of which will be just right for your
play style. Defeating higher levels of AI will reap you
more rewards in the long run, but any level is great
fun.
Actual battles vary immensely
in size, layout of cities, tactical challenges, and the
strategic positioning of your starting forces due to the
unique 9 classic Battle Maps, and endless random maps
that can be created. Some battles will give you an
almost unfair advantage over the enemy in terms of
starting cities and forces. Other battles will make you
the underdog. In all cases, the side with the upper
hand is usually expected to outscore their opponent for
total Victory Points by a significant ratio.
Once a specific battle map is selected, both sides
choose what types of ships they want to use this time
round, and place these ships in their assigned start
cities. This is when you will also be able to
buy customized flagships,
spending any special points or modules you have earned
during previous battles.
After both sides have chosen their starting forces,
the Red side will get to move first. They may move all
their ships, or none as they wish. Players will want to
quickly move out of the start cities towards nearby
un-owned, or even enemy held cities to claim those
cities as their own. Only two ships may stay in a hex
that is not a city’s actual harbor. Keep a transport in
every city harbor you can reach over time to keep
earning that city’s Victory Points each turn, helping to
win the battle.
Red will also be able to build new ships during their
turn. These ships are built using various resources
earned from the cities that they currently own. The
more cities you own, the faster you may be able to build
new ships. Only cities worth a
lowly 200 victory points are able to build new ships,
and 2 turns are needed to complete construction on
smaller ships. Larger ships take 3 turns to be ready
for use.
Once Red is done moving, combat will take place in
all hexes where both Red and Yellow sides have ships.
Both sides will be able to pick a
target for each of their ships involved in combat.
As each hex is resolved for attacks, you simply pick a
single enemy ship to shoot at for each of your ships,
one after another. With a bit of planning, Red will be
able to sink several enemy ships while avoiding heavy
casualties in return, although sacrifices must be made
sometimes.
After Red moves and combat is resolved, the Yellow
side moves. Then combat is resolved again, and then
that turn ends. Ownership of cities is computed at the
end of the turn, and Victory Points plus new resources
are earned at this time. A new turn then starts, until
the time limit is over for that battle, usually between
12 and 30 turns. Victory goes to
the side that has enough Victory Points compared
to their enemy’s total Victory Points.
So what are you still reading for? Go play the
game!!!
Download LAR now and try out
the game yourself!
Questions? Suggestions? Email thurston@fogstone.com with your
feedback, questions, and suggestions!
This manual is broken up into sections explaining
how to play the game, how the program menus work, and
other details of interest to players of Lost Admiral
Returns. Start at the
top to find the
different sections.
If you have questions, please
visit our forum and look for
help there.
If you find an error or omission in this manual,
please email us at
support@fogstone.com
|