Talk:Ground Combat: Difference between revisions
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: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?