Talk:Ground Combat: Difference between revisions

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====Examples====
====Examples====
16000 x '''Kozunese Höheishinda Division''' (TL5 48pp/2u: +2 armour, +1 shields, +1 weapons, +1 melee)
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''', '''Legion'''
:'''Crushing Melee (10)''', '''Infantry''', '''Reinforced'''


16000 x '''Frankish Regulars''' (TL4 19.2pp/1u: +1 armour, +1 weapons)
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''', '''Legion'''
:'''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?