Talk:Ground Combat
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
100x FORCE Commandos (Special Forces) (TL5, 80pp, 2u +1(2) Infantry Weapons, +1 Body Armor, +1 Shields/Point Defense, +1 Thermoptic Camouflage, +1(2) Combat AI Support)
- Attack: 5
- Defense: 5
- Mobility: 4
- Hits: 3
- Save: 2
- Elite II, Infantry, Morale, Reinforced
Light Mecha
Examples
Hyperadvanced Armour
Examples
Infantry Carrier
Examples
Light Armour
Examples
Armour
Examples
Very Heavy Armour
Examples
HT-48 Salamander Heavy Hovertanks (Heavy Armor) (TL5, 45pp, 3 U, +1(2) Heavy Cannon, +1 Fast Tracking Weapons, +1 Shields/Point Defense, +1 Armor, +1 AG Boosters, +1(2) Combat AI Support)
- Indirect Fire: 0
- Anti-Air: 0
- Attack: 7
- Defense: 5
- Mobility: 4
- Hits: 2
- Save: 6
- Big Guns (10), Shock Attack, Vehicle, Paradrop(?)
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?