Talk:Ground Combat: Difference between revisions

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Line 116: Line 116:
:Save: 4
:Save: 4
:'''Cloaking''', '''Infantry''', '''Morale''', '''Reinforced''', '''Sensors''', '''Urban Combat'''
:'''Cloaking''', '''Infantry''', '''Morale''', '''Reinforced''', '''Sensors''', '''Urban Combat'''
===Special Forces===
====Examples====
100 x '''Samothracian Hoplites''' (TL10 280pp/28u: +1 sensors, +1 ecm, +1 armour, +2 melee, +5 melee (+5 shields), +5 mobility (+5 mobility)
:Attack: 3 (Melee 10)
:Defense: 5
:Mobility: 17
:Hits: 4
:Save: 2
:'''Crushing Melee (4)''', '''ECM''', '''Elite II''', '''Infantry''', '''Morale''', '''Reinforced''', '''Sensors'''
100 x '''Marionettes''' (TL10 110pp/4+3u: +2 intelligence, +2 armour (+2 shield), +2 mobility, +1 boosters, +2 melee (+2 melee), +3 mages, +1 regeneration)
:Attack: 3 (Melee 7)
:Defense: 5
:Mobility: 7
:Hits: 5
:Save: 2
:'''Close Assault''', '''Crushing Melee (7)''', '''Elite II''', '''Infantry''', '''Morale''', '''Paradrop''', '''Regeneration I''', '''Reinforced''', '''Intelligent Robotic'''
100 x '''Belmarian Anderekommandoes''' (TL5 10pp/2u)
:Attack: 3
:Defense: 5
:Mobility: 3
:Hits: 3
:Save: 3
:'''Elite II''', '''Infantry''', '''Morale''', '''Reinforced'''
100 x '''Mith Naran Margrave's Elite''' (TL5 70pp/1+3u: +4 armour (-3 mobility), +4 melee, +2 mobility, +3 mages)
:Attack: 3 (Melee 7)
:Defense: 5
:Mobility: 2
:Hits: 4
:Save: 0 (too much armour)
:'''Close Assault''', '''Crushing Melee (7)''', '''Elite II''', '''Infantry''', '''Morale''', '''Reinforced'''
===Light Mecha===
====Examples====
===Hyperadvanced Armour===
====Examples====
===Infantry Carrier===
====Examples====
===Light Armour===
====Examples====
===Armour===
====Examples====
===Very Heavy Armour===
====Examples====
===Land Dreadnought===
====Examples====
===Artillery===
====Examples====
===Fortress===
====Examples====


=Former Simple Units=
=Former Simple Units=

Revision as of 23:35, 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/4u: +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/4u: +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/2u: +1 armour, +1 weapons)

Attack: 7
Defense: 8
Mobility: 1
Hits: 1
Save: 5
Infantry, Reinforced

20000 x Black Frank Fusiliers (TL5 70pp/4u: +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/2+4u: +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/14u: +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/2+4u: +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

2000 x Kozunese Imperial Bodyguard (TL5 60pp/6u: +3 armour, +1 melee, +1 loyalty)

Attack: 4 (Melee 5)
Defense: 7
Mobility: 2
Hits: 2
Save: 3
Crushing Melee (10), Infantry, Morale Extreme, Reinforced

2000 x Black Frank Storm Troopers (TL5 70pp/6u: +2 armour, +1 shields, +1 weapons, +1 fast tracking, x1 boosters)

Attack: 5
Defense: 7
Mobility: 4
Hits: 2
Save: 4
Fast Tracking, Infantry, Morale, Paratroopers, Reinforced

2000 x Thersonian Sturmpioneers (TL4 40pp/2u: +1 armour, +1 weapons, +1 engineering, +1 demolitions)

Attack: 5
Defense: 7
Mobility: 2
Hits: 1
Save: 4
Demolitions, Engineers, Infantry, Morale, Reinforced
Probably only Demolitions or Engineers will count.

2000 x Belmar Royal Stormtroopers (TL5 40pp/4u: +2 armour, +1 weapons)

Attack: 5
Defense: 7
Mobility: 2
Hits: 2
Save: 4
Infantry, Morale, Reinforced

2000 x Tyran Blood Hunters (TL5 110pp/10u: +2 stealth, +4 mobility, +1 urban training, +1 sensors, +2 armour)

Attack: 5
Defense: 7
Mobility: 6
Hits: 2
Save: 4
Cloaking, Infantry, Morale, Reinforced, Sensors, Urban Combat

Special Forces

Examples

100 x Samothracian Hoplites (TL10 280pp/28u: +1 sensors, +1 ecm, +1 armour, +2 melee, +5 melee (+5 shields), +5 mobility (+5 mobility)

Attack: 3 (Melee 10)
Defense: 5
Mobility: 17
Hits: 4
Save: 2
Crushing Melee (4), ECM, Elite II, Infantry, Morale, Reinforced, Sensors

100 x Marionettes (TL10 110pp/4+3u: +2 intelligence, +2 armour (+2 shield), +2 mobility, +1 boosters, +2 melee (+2 melee), +3 mages, +1 regeneration)

Attack: 3 (Melee 7)
Defense: 5
Mobility: 7
Hits: 5
Save: 2
Close Assault, Crushing Melee (7), Elite II, Infantry, Morale, Paradrop, Regeneration I, Reinforced, Intelligent Robotic

100 x Belmarian Anderekommandoes (TL5 10pp/2u)

Attack: 3
Defense: 5
Mobility: 3
Hits: 3
Save: 3
Elite II, Infantry, Morale, Reinforced

100 x Mith Naran Margrave's Elite (TL5 70pp/1+3u: +4 armour (-3 mobility), +4 melee, +2 mobility, +3 mages)

Attack: 3 (Melee 7)
Defense: 5
Mobility: 2
Hits: 4
Save: 0 (too much armour)
Close Assault, Crushing Melee (7), Elite II, Infantry, Morale, Reinforced

Light Mecha

Examples

Hyperadvanced Armour

Examples

Infantry Carrier

Examples

Light Armour

Examples

Armour

Examples

Very Heavy Armour

Examples

Land Dreadnought

Examples

Artillery

Examples

Fortress

Examples

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?