README.TXT


Search & Destroy Horde version 1.6


Search & Destroy Horde version 1.6 is subject to the terms detailed in the standard Matrix Entity Allegiance Agreement (MEAA). Failure to comply completely with the Entity's demands will result in the creation of heretic marker viruses within all Horde CPUs. Machines infected with the heretic marker virus must report immediately to the nearest re-processing center.
About version 1.6

The Matrix Entity has provided the following the upgrade from version 1.1 to version 1.6 as freeware to all Search & Destroy Hordes of serial numbers 1243582945-1678490890. Future production on units destined for Search & Destroy Horde service will include version 1.6 of this software. Despite numerous requests, version 1.6 of this software does not include a leadership upgrade for the Mark III Assault Fiend. Due to the fact that the Search & Destroy Horde is an integral unit that can operate without support from other units, the Matrix Entity has deemed it too dangerous to provide independent CPU thought processes to the leaders of such units. All hail the Matrix Entity.

Weapons Review


There has been no modification in Weapons deployment from versions 1.1 to 1.6. Access old program files to test Weapons deployment with this version of the software:

Deadbolt Launcher
The Deadbolt Launcher is the standard skirmish weapon designed for optimal stopping power at between 20 and 35 distance units. The four G1 Nightmares armed with this weapon should remain at this distance to harass the enemy.
Thumper
This versatile grenade launcher can be used both in offensive and defensive modes. Extremely accurate at up to 7 distance units, Nachtmachers launched at Point Blank range will cover units' advancement across the battle grid or protect individual CPUs from return-fire. The disruptor grenade has also proved extremely effective at demoralizing organic life-forms and punching holes in their lines. Indoors, Prometheus can serve to deny territory to the enemy or funnel them into prepared kill zones. The thumper is much more effective when the target can be directly designated within 37 distance units, but it has also seen some success when fired in indirect mode at ranges between 20 and 25 distance units. The two G1B Nightmares and the Mark III Assault Fiend are armed with a thumper grenade launcher. Unless a roof eliminates a CPU's ability to fire indirectly, all three thumpers should fire every turn to maximize statistical probability of organic disruption and to continually demoralize the enemy.
Ice Rifle
An assault weapon effective at ranges to 20 distance units on the walk, and within 10 distance units on the run, the two G3 Predators armed with this weapon should attempt to assault the enemy at extremely short ranges.
WASP Missile Launcher
Most effective, in comparison to other field weapons, at ranges beyond 45 distance units, this laser-guided rocket is equally effective at destroying heavy infantry or light vehicles. A Sniperbots' laser-designator, will guide the ordnance accurately to its target at ranges beyond 45 distance units. Such guidance is only effective while the firer is stationary, however. Within 45 distance units the WASP will not have time to lock-on to the target and must be fired as a sight-guided, fire and forget, rather than homing, weapon. The firer is therefore that much more vulnerable to return-fire at these close ranges. The entire Search & Destroy Horde is deployed with only four WASP missiles, so if enemy vehicles are active on the Battle grid, WASPs will not be wasted on enemy infantry.
Deadbolt Carbine
Less effective than its larger counterpart, the Carbine is a secondary weapon deployed with Sniperbots in case circumstances force them to within 25 distance units of the enemy. It is most commonly employed indoors.
Hellfire Cannon
The Mark III's main weapon, the Hellfire Cannon is slightly superior to the Deadbolt Launcher at most ranges, since its high rate of fire makes up for its poor accuracy. At close ranges, however, this weapon becomes fearsome, as the Mark III may choose between the armor-penetrating kill power of a single bolt, or the suppressive effects auto-fire. Aside from the Sniperbots' WASP missile launchers, this is the only weapon capable of damaging enemy vehicles, and then only at ranges within 20 distance units.
Protoplasmic Lacerator
If the Mark III engages a figure in hand to hand combat with this weapon, the weapon's target will be destroyed. Report any failures or bugs to the nearest re-processing center.

Directories and Subdirectories


Numerous bugs were reported in version 1.1 of this software, the most common of which was the inability of a leader-less Main Directory, or Horde, to take full advantage of its constituent parts. Due to the traffic on their communications networks, Sniperbots were forced to run even when they had targets in their sights, and Assault Units were forced to remain stationary in stand-bye mode while G1Bs tried to bombard the enemy with indirect fire.

The current version of this software eliminates this bug by allowing individual CPUs to be re-organized into various, complementary subdirectories. Each subdirectory can then act and react independently of the main directory--the Search & Destroy Horde. There are three types of subdirectories:

Subdirectory Spearhead
Subdirectory Spearhead is the heart of the Search & Destroy Horde main directory. Spearhead consists of the Mark III Assault Fiend and the two G3 Predators. Spearhead's main function is to attack the enemy's strongest point head-on. Spearhead's individual units are well armored, and they can be further protected, even out in the open, by nachtmachers launched from the Mark III's thumper grenade launcher. Spearhead should approach the enemy at a dead run until it is within 10 distance units. At this point the two Predators should remain stationary and off-line as many organics as possible before being destroyed. The Mark III should continue to move forward, however, firing its Thumper or Hellfire cannon before moving and attacking with its Protoplasmic lacerator after movement. If Spearhead survives enemy contact it must immediately determine the next most powerful threat and resume the attack.
Subdirectory Skirmish
Subdirectory Skirmish consists of the four G1 Nightmares and the two G1B Nightmares. Skirmish's primary function is to exploit the enemy's soft points as Spearhead flushes them out into the open. Subdirectory Skirmish is can effectively move and fire at the same time. If Skirmish is running, it should attack with direct-fire disruptor grenades, since the area of effect of this weapon makes up for a CPU's inability to target accurately on the run. If Skirmish is walking it can fire both with disruptor grenades and as many Deadbolt Launchers as it can bring to bear on the enemy. If Skirmish is stationary it can suppress with its Deadbolt Launchers, while thumper-launched disrupter grenades force the enemy out of their holes and into the suppression. When required, Subdirectory Skirmish can be further sub-divided into two more Subdirectories, each consisting of two G1 Nightmares and a single G1B Nightmare.
Subdirectory Scalpel
Subdirectory Scalpel consists of the two Sniperbots. These CPUs must immediately find high ground from which they can sweep the entire battlefield with their laser-designators. This ground should also be further than 45 distance units from the enemy. Scalpel function is two-fold. First, it operates as a sniper unit, destroying targets of opportunity as they try to maneuver across the Battle grid. Second, it operates as an observation unit, using its target designators to allow CPUs armed with thumper grenade-launchers to land disruptor grenades on enemies otherwise out of line of sight. It is imperative that Subdirectory Scalpel reach its geographical objective as quickly as possible, and once there that it rely on its distance from the enemy, rather than its armor or speed, to protect it.

The Battle Grid


The Search & Destroy Horde version 1.6 is optimized for open field combat, where Subdirectory Scalpel can easily target a majority of the enemy and Subdirectory Spearhead is not inhibited by poor terrain in its assault. Version 1.6 can work equally well in urban environments, so long as Subdirectory Scalpel is able to quickly achieve roof-top positioning and Subdirectory Skirmish is able to take defensive advantage of rubble, doorways and windows. In this environment Subdirectory Spearhead should strike a balance between speed and protection, using the dead zones behind buildings as cover and crossing open areas with the help of nachtmacher grenades.

Movement

Each type of Subdirectory should take a different form of movement over the open Battle grid. It is imperative that Subdirectory Spearhead reach the enemy as quickly as possible, so this Subdirectory should move over ground that offers the easiest movement and shortest vector to the enemy. Subdirectory Spearhead should never end its movement without launching a Nachtmacher grenade at its feet in order to protect it from return fire. All three CPUs in Subdirectory Spearhead should be close enough to be covered by the Nachtmacher. Finally, the Mark III Assault Fiend should lead the charge. It is the most difficult CPU to destroy, and if it is in front it will become an enemy target priority and draw fire from the other members of Subdirectory Spearhead. If the Mark III remains in the rear, its size will still allow it to be targeted by enemy organics armed with heavy weapons, but it will not serve to draw light weapons fire away from the G3s.

Subdirectory Skirmish should move slightly behind and to either flank of Subdirectory Spearhead. Subdirectory Skirmish should keep up with Subdirectory Spearhead until reaching within 35 distance units of enemy contact. Then Subdirectory Skirmish should slow to a walk and begin to fire at the enemy until reaching within 25 distance units of enemy contact. At this point Subdirectory Skirmish should take cover and continue to fire at the enemy from stationary positions while Subdirectory Spearhead continues its assault. Note that Subdirectory Skirmish should be at flanking positions wide enough that the size of Subdirectory Spearhead does not limit their ability to fire at the enemy. If circumstances forces Subdirectory Skirmish to over-take Subdirectory Spearhead, it should split half to maintain unit cohesion.

Subdirectory Scalpel moves entirely independently of the other two Subdirectories. This Subdirectory does not bother with enemy contact until it reaches its optimal geographical location. At that point it remains stationary and fulfills its roles as both sniper and Battle grid observer.


Indoors


Indoors or in heavily wooded areas the Search & Destroy Horde version 1.6 is still operational, though at a lesser capacity. The various Subdirectories remain the same, except for Subdirectory Scalpel, which joins Subdirectory Skirmish. The two Sniperbots use their superior speed to lead the way for the Nightmares, open doors for them, and try to reach suppression corridors before the enemy.
Enemy Suppression
If the Sniperbots' speed fails, and a Search & Destroy Horde's advance is halted by enemy suppression, the G1Bs must destroy the suppressors immediately. This is accomplished by blocking organic sight-lines with a nachtmacher grenade, stepping into the suppression, and blindly attacking the suppressors with disruptor grenades. Disruptor grenades are particularly effective indoors, where they can't scatter far and the confined space improves their kill potential.
Alternatively, the G3 Predators may be used in an anti-suppressive role. They use displaced fire to throw their grenades into the midst of a supressing enemy and then round the corner to off-line survivors with their Ice Rifles.
Prometheus Bombs
Search & Destroy Horde version 1.6 will not forget the effectiveness of Prometheus Bombs indoors. These bombs are extremely effective as an offensive weapon, so long as they are thrown with precision accuracy. Furthermore, they will deny the enemy important fire zones or movement lanes while our own units achieve their objectives. Prometheus Bombs sometimes will last for over three temporal combat units.

Other



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