Talk:Ground Combat: Difference between revisions
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====Examples==== | ====Examples==== | ||
20000 x '''Kozunese Höheishinda''' (TL5 60pp/2u: +2 armour, +1 shields, +1 weapons, +1 melee) | |||
:Attack: 7 (Melee 8) | :Attack: 7 (Melee 8) | ||
:Defense: 8 | :Defense: 8 | ||
Line 15: | Line 15: | ||
:Hits: 2 | :Hits: 2 | ||
:Save: 5 | :Save: 5 | ||
:'''Crushing Melee (10)''', '''Infantry''', ''' | :'''Crushing Melee (10)''', '''Infantry''', '''Reinforced''' | ||
20000 x '''Belmarian Orc Rifles''' (TL4 32pp/2u: +2 armour, +1 weapons, +1 melee) | |||
:Attack: 7 (Melee 8) | |||
:Defense: 8 | |||
:Mobility: 1 | |||
:Hits: 2 | |||
:Save: 5 | |||
:'''Crushing Melee (10)''', '''Infantry''', '''Reinforced''' | |||
:They behave as if they have powered armour, including that orcs eat ether for their toughness. Why? Who the fuck knows? | |||
20000 x '''Frankish Regulars''' (TL4 24pp/1u: +1 armour, +1 weapons) | |||
:Attack: 7 | :Attack: 7 | ||
:Defense: 8 | :Defense: 8 | ||
Line 23: | Line 32: | ||
:Hits: 1 | :Hits: 1 | ||
:Save: 5 | :Save: 5 | ||
:'''Infantry''', ''' | :'''Infantry''', '''Reinforced''' | ||
20000 x '''Black Frank Fusiliers''' (TL5 70pp/2u: +1 armour, +1 weapons, +1 shields, +1 mobility, +1 fast tracking, x1 boosters) | |||
:Attack: 7 | |||
:Defense: 8 | |||
:Mobility: 4 | |||
:Hits: 1 | |||
:Save: 5 | |||
:'''Fast Tracking''', '''Infantry''', '''Reinforced''' | |||
20000 x '''Mith Nara Regulars''' (ML5 65pp/1+2u: +4 armour (-3 mobility), +4 melee, +2 mobility, +2 mages) | |||
:Attack: 6 (Melee 10) | |||
:Defense: 8 | |||
:Mobility: 0 | |||
:Hits: 2 | |||
:Save: 3 | |||
:'''Close Assault''', '''Crushing Melee (7), '''Infantry''', '''Mages II''', '''Reinforced''' | |||
:Scary as shit. | |||
20000 x '''Tyran Urbs Thorakitai''' (TL5 55pp/7u: +4 armour, +1 shields +1 weapons +4 mobility) | |||
:Attack: 7 | |||
:Defense: 8 | |||
:Mobility: 6 (they need a trait for this) | |||
:Hits: 2 | |||
:Save: 3 | |||
:'''Infantry''', '''Reinforced''' | |||
20000 x '''Lost Ground Infantry -post refit-''' (ML5 60pp/1+2u: +2 armour (+2 shields), +1 melee (+1 melee), +2 mages, +1 multifusion) | |||
:Attack: 6 (Melee 8) | |||
:Defense: 8 | |||
:Mobility: 2 | |||
:Hits: 3 | |||
:Save: 5 | |||
:'''Close Assault''', '''Crushing Melee (9), '''Infantry''', '''Mage II'', '''Reinforced''' | |||
===Elite Infantry (1000)=== | ===Elite Infantry (1000)=== |
Revision as of 22:38, 20 February 2015
Example Units
Skilled Infantry (1000)
- Attack: 2
- Defense: 4
- Mobility: 1
- Hits: 1
- Save: 6
- Infantry, Legion
Examples
20000 x Kozunese Höheishinda (TL5 60pp/2u: +2 armour, +1 shields, +1 weapons, +1 melee)
- Attack: 7 (Melee 8)
- Defense: 8
- Mobility: 2
- Hits: 2
- Save: 5
- Crushing Melee (10), Infantry, Reinforced
20000 x Belmarian Orc Rifles (TL4 32pp/2u: +2 armour, +1 weapons, +1 melee)
- Attack: 7 (Melee 8)
- Defense: 8
- Mobility: 1
- Hits: 2
- Save: 5
- Crushing Melee (10), Infantry, Reinforced
- They behave as if they have powered armour, including that orcs eat ether for their toughness. Why? Who the fuck knows?
20000 x Frankish Regulars (TL4 24pp/1u: +1 armour, +1 weapons)
- Attack: 7
- Defense: 8
- Mobility: 1
- Hits: 1
- Save: 5
- Infantry, Reinforced
20000 x Black Frank Fusiliers (TL5 70pp/2u: +1 armour, +1 weapons, +1 shields, +1 mobility, +1 fast tracking, x1 boosters)
- Attack: 7
- Defense: 8
- Mobility: 4
- Hits: 1
- Save: 5
- Fast Tracking, Infantry, Reinforced
20000 x Mith Nara Regulars (ML5 65pp/1+2u: +4 armour (-3 mobility), +4 melee, +2 mobility, +2 mages)
- Attack: 6 (Melee 10)
- Defense: 8
- Mobility: 0
- Hits: 2
- Save: 3
- Close Assault, Crushing Melee (7), Infantry, Mages II, Reinforced
- Scary as shit.
20000 x Tyran Urbs Thorakitai (TL5 55pp/7u: +4 armour, +1 shields +1 weapons +4 mobility)
- Attack: 7
- Defense: 8
- Mobility: 6 (they need a trait for this)
- Hits: 2
- Save: 3
- Infantry, Reinforced
20000 x Lost Ground Infantry -post refit- (ML5 60pp/1+2u: +2 armour (+2 shields), +1 melee (+1 melee), +2 mages, +1 multifusion)
- Attack: 6 (Melee 8)
- Defense: 8
- Mobility: 2
- Hits: 3
- Save: 5
- Close Assault, Crushing Melee (9), Infantry, Mage II, Reinforced
Elite Infantry (1000)
- Attack: 3
- Defense: 6
- Mobility: 2
- Hits: 1
- Save: 5
- Infantry, Legion, Morale
Examples
5000 x Kozunese Imperial Bodyguard (TL5 150pp/3u: +3 armour, +1 melee, +1 loyalty)
- Attack: 5 (Melee 6)
- Defense: 8
- Mobility: 2
- Hits: 2
- Save: 3
- Crushing Melee (10), Infantry, Legion, Extreme Morale
2000 x Black Frank Storm Troopers (TL5 70pp/3u: +2 armour, +1 shields, +1 weapons, +1 fast tracking, x1 boosters)
- Attack: 5
- Defense: 7
- Mobility: 4
- Hits: 2
- Save: 4
- Fast Tracking, Infantry, Legion, Morale, Paratroopers
2000 x Thersonian Sturmpioneers (TL4 40pp/1u: +1 armour, +1 weapons, +1 engineering, +1 demolitions)
- Attack: 5
- Defense: 7
- Mobility: 2
- Hits: 1
- Save: 4
- Demolitions, Engineers, Infantry, Legion, Morale
- Probably only Demolitions or Engineers will count.
1000 x Belmar Royal Stormtroopers (TL5 20pp/2u: +2 armour, +1 weapons)
- Attack: 4
- Defense: 6
- Mobility: 2
- Hits: 2
- Save: 4
- Infantry, Legion, Morale
Former Simple Units
Simple Skilled Infantry (1000)
- Attack: 1
- Defense: 2
- Mobility: 1
- Hits: 1
- Save: 6
- Close Assault, Infantry, Legion
Simple Elite Infantry (1000)
- Attack: 2
- Defense: 4
- Mobility: 2
- Hits: 1
- Save: 5
- Close Assault, Infantry, Legion, Morale
Simple Special Forces (50)
- Attack: 1
- Defense: 3
- Mobility: 3
- Hits: 1
- Save: 3
- Cover, Close Assault, Infantry, Morale, Special Operations
Very Heavy Infantry (50)
- Attack: 2
- Defense: 2
- Mobility: 1
- Hits: 1
- Save: 5
- Close Assault, Infantry
Giant Infantry (10)
- Attack: 4
- Defense: 3
- Mobility: 1
- Hits: 2
- Save: 5
- Close Assault, Infantry
Towed Artillery (50)
- Indirect Fire: 2
- Attack: 2
- Defense: 3
- Mobility: 0
- Hits: 1
- Save: N/A
- Big Guns (9)
Siege Gun (50)
- Indirect Fire: 4
- Attack: 0
- Defense: 0
- Mobility: 0
- Hits: 1
- Save: N/A
- Big Guns (8)
Light Cavalry (500)
- Attack: 2
- Defense: 1
- Mobility: 4
- Hits: 1
- Save: 9
- Cavalry, Close Assault
Medium Cavalry (500)
- Attack: 3
- Defense: 2
- Mobility: 4
- Hits: 1
- Save: 8
- Cavalry, Close Assault
Heavy Cavalry (100)
- Attack: 3
- Defense: 2
- Mobility: 3
- Hits: 1
- Save: 7
- Cavalry, Close Assault, Shock Attack
Very Heavy Cavalry (100)
- Attack: 4
- Defense: 2
- Mobility: 2
- Hits: 2
- Save: 7
- Cavalry, Close Assault, Shock Attack
Monstrous Cavalry (10)
- Attack: 5
- Defense: 3
- Mobility: 2
- Hits: 2
- Save: 6
- Close Assault, Shock Attack
Comments/Observations
- +2 weapons right now seems like an obligatory pick. One unit with +2 weapons has the same firepower as a group of four of the same unit without it. That's not even going into the fact that +1/2 weapons also improve defense
- There don't appear to be any caps that improve defense, aside from +attack?
- Clarity issue: does +1 regeneration halve stat loss and +2 regeneration halve it again, or is +2 regeneration functionally useless?