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Post by Admin on Oct 11, 2017 5:00:00 GMT
Warhips Torpedo BoatThese small boats are designed to cheaply defend vulnerable settlements. They lack the support systems to operate independently for long and need a base or mothership to support them in distant operations. They are primarily armed with high-powered but short range torpedoes capable of dealing significant damage to even large ships, if they can get close. High Evasion. 1 Torpedo Tube. Cannot operate independently. 5 Credits to construct 1 Credit / Turn GunboatLike torpedo boats, these small vessels lack the systems to operate independently for long distances, and are used to defend settlements cheaply. Rather than use torpedoes, these ships are armed with light cannons. While individually weak, they can be a significant threat to lightly armed ships in numbers. High Evasion. 1 Light Battery. Cannot operate independently. 5 Credits to construct 1 Credit / Turn CorvetteThese ships are essentially Torpedo boats with larger life support systems and crew complements. Unlike their picket brethren they can operate independently in-system for extended periods of time. High Evasion. 2 Torpedo Tubes. 10 Credits to construct 2 Credit / Turn CutterA cutter is a light patrol ship with small point-defense turrets, designed to assist in defending larger ships from torpedo barrages. Moderate Evasion. 1 Light Battery. 1 Point Defense. 10 Credits to construct 2 Credit / Turn DestroyerOriginally known as "Torpedo Boat Destroyers," these ships are designed for hunting down and destroying torpedo boats. They're armed with ECM to avoid being targeted and large enough guns to make short work of smaller ships. Moderate Evasion. ECM. 2 Light batteries. 10 Credits to construct 2 Credits / Turn FrigateA "light capital ship" that manages to be cheaper than a full-fledged cruiser by doing away with the large, expensive FTL drive and support systems. Frigates are often used to counter destroyers and other light craft. Moderately Armored. 2 Heavy Batteries. 1 Light Battery. 1 Point Defense battery. 20 Credits to construct 5 Credits / Turn
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Post by Admin on Oct 11, 2017 16:17:52 GMT
Regiments Regiments fight as an extension of space-based combat for control. Most planets are not the site of heavily fortified central infrastructure; instead they are distributed settlements concentrated around population centers and valuable resources. Ground combat often comes down to fighting for and seizing the correct strategic locations to gain an advantage. All ground regiments except for Partisans cost 5 Credits to recruit and 2 Credit / Turn in maintenance.
Partisan Regiment Partisans are common men and women recruited or conscripted to fight in battle. They can function well in large numbers or as guerrilla fighters, but their lack of training and equipment means they are no match for well trained soldiers. Partisan Regiments cost 3 Credits to recruit and 1 Credit per turn maintenance. 5,000 Partisans
Combat Regiment A Standard Combat Regiment of contemporary soldiers. These units have infantry armed with modern technology, supported by towed artillery, motorived IFVs and armored vehicles and heavy weapons. They are capable of handling almost any situation thrown at them with professionalism and and modern technology. 5,000 Soldiers, plus supporting equipment and personnel.
Assets Assets are specialized units that can act in support of your armies, or independently to keep an opponent off guard by striking vulnerable targets. Like Regiments they require maintenance and take up space on a Cruiser, but unlike Regiments Assets cannot take or hold territory on their own. All assets cost 5 Credits to recruit and 1 credit per turn.
Self-Propelled Artillery A company of self-propelled artillery. This dedicated company is significantly more mobile than a normal regiment's towed artillery and has more dedicated firepower.
Heavy Armor This company of heavy armor significantly outmatches IFVs or armored cars, providing a Regiment with mobile firepower for a direct assault.
Special Forces A small company of special forces units. These units lack the numbers to fight an entire regiment, but can strike quickly and powerful in sensitive locations. Perfect for knocking out targets before an assault or freeing hostages.
Stealth Bomber Wing A squadron of precision stealth bombers. These planes can evade sensors as long as they don't get too close, allowed them to do surprise bombing runs on targets.
Air Wing A wing of Fighter-Bomber interceptors. These aircraft can be used to intercept enemy aircraft or do limited ground-attack runs.
Cruise Missiles A volley of cruise missiles launched either from a ship, AA emplacement or mobile vehicles. These missiles are a one-shot, highly destructive tool.
Gunship Wing A wing of hovering gunships. They provide enduring, destructive air support but are more vulnerable to AA and interception.
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Post by Admin on Oct 18, 2017 3:53:44 GMT
Guide to Combat
Fleet Combat Generally put, Battleships and Frigates are your heavy "Warships," capable of cutting through enemy fleets and trading blows. Corvettes and Torpedo Boats are fast and weak - they'll often get crippled or destroyed by a single hit, but if they do manage to hit another ship with their torpedoes they can deal a huge amount of damage. Destroyers and Gunboats are picket ships, best used as scouts and escorts to keep torpedoes away from your main warships. Don't expect to win in a big decisive battle all at once - fights are over entire systems, so positioning and timing matter. Damaged ships can retreat to a cruiser or Station for repairs and wait for an opportunity to strike. It can also take ships quite some time to move from different colonies or stations in a system, so sending a distraction and launching a ground assault while the enemy fleet is away is a valid tactic.
Ground Forces Ground forces and their assaults are treated as part of the general campaigns of a system. There will not be specific "battles." Instead, send ground regiments to seize specific emplacements or colonies while fighting for advantage in orbit. Control of space can make a big difference on the ground by giving you aerial surveillance of a location, shortening transportation distances, or even blocking enemy dropships from being able to land in an area. Once on the ground, control of a colony is measured through control of its various Expansions. Choose and capture expansions that are vulnerable, or give you an advantage in your campaign.
Orbital Bombardment Orbital bombardment always causes significant collateral damage. Facilities destroyed by such bombardments are completely destroyed and cost double to rebuild, as the area must first be cleared and restored before construction can begin. A planet that is bombarded enough has a chance of permanently losing resources or even becoming completely uninhabitable. The closer you orbit a target the less collateral damage you inflict and the more accurate your ship is, but being in a gravity well (such as a planet's orbit) penalizes your firepower and maneuverability.
Capital Capitals can theoretically be attacked, but are incredibly well defended, having millennia of old defenses and infrastructure built up across the entire region. All capitals have a set of defensive stations with Extreme Armor and a total of 20 Heavy Batteries, 20 Light Batteries and 10 Point Defense cannons. Additionally, players can recruit an infinite number of Partisan units for 1 Credit each in their capital, should it be invaded.
Dice We use dice rolling to preserve impartiality in situations where combat is in doubt. Usually these rolls are 2d10, rolled for each side by the moderator. Note that dice are only used when the result is somewhat in doubt. It is also our policy to add modifiers and bonuses to situations rather than roling multiple times. For example, multiple ships firing one a single target will be calculated as a single roll with significant bonuses, rather than multiple rolls for each shot.
Damage Status Ship components and military units losses are represented by their status. Reduced status represents relatively minor or superficial damage, or a small loss of manpower. Reduced units receive small penalties, but generally can continue fighting. Crippled status represents serious damage or significant loss of manpower, but continuing operation. This is a crippled thruster that can only go at one quarter speed, or the unit with only half its men left. Crippled units have significant penalties to action. Destroyed means that a component or unit is completely destroyed and no longer usable.
Sensors Defenders have access to the sensor improvement for boosted intel. Attackers can seize sensors to gain their advantage or destroy them to blind an enemy. Improvements are also considered to have their own basic, short-range sensors that can pick up incoming threats. I.e. you can't do a surprise drop in an airbase. Ships are considered to have level 4 sensors, but with significantly reduced range; they must scout ahead to gather intelligence.
Terms
Torpedoes High powered missile weapons that ignore armor and are thus effective against large, powerful warships. They have poor speed and maneuverability, making them easy to avoid if the enemy spots them. Because of this, they are best used en mass or from close range, to maximize their chance of success.
Evasion Evasion indicates how maneuverable your ship is. Ships with high evasion are smaller and more difficult to hit.
Light/Heavy Batteries Light Batteries represent weapons designed for fast traversal and accuracy over firepower. They receive a bonus to hitting evasive targets. Heavy Batteries are the opposite - they are powerful guns with less traversal but high power. They have a bonus chance to penetrate armor.
Armor Armor helps mitigate damage and endure damage. Ships without armor can be destroyed or crippled in one hit, while armored ships will take damage to systems such as gun turrets and engines instead of being outright destroyed. Armor also gives a chance to ignore attacks as shots glance off it or fail to penetrate.
ECM Electronic Countermeasures make it harder to target or detect ships at distances, making them good scouts and patrol ships.
Firepower Your Ship's ability to dish out damage.
Point Defense Ships with point defense have small guns designed to shoot down incoming torpedoes and fire on any warships that get too close. PD can be overwhelmed or caught by surprise, however, so it is not a perfect defense and should mainly be relied upon as a last resort.
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