A combat has 15 steps:
(1) Ask the aggressor for the target sector/ship.
(2) Ask the aggressor further details about the offensive force.
-(3) Estimate the odds and possibly ask the aggressor for confirmation.
+(3) Compute initial strengths.
(4) Move reacting defensive units to the target sector.
(5) Calculate defensive support.
(6) Fight.
(12) Remove mobility from the aggressor's sectors/ship.
(13) Possibly ask the aggressor for mil and units to move into the target.
(14) Possibly interdict the aggressor's mil and units as they move.
-(15) Charge the aggressor BTU's.
+(15) Charge the aggressor BTUs.
.FI
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.L "(1) Ask the aggressor for the target sector/ship."
your own sector (you can use this to get mil & assault units on
shore). You should not "attack" unowned land (see info explore).
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-If the SLOW_WAR option is enabled, you will not be able to attack
-a sector owned by a country you are not AT_WAR with, unless you
-are the old owner of the sector.
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.L "(2) Ask the aggressor further details about the offensive force."
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When you board, you are asked for a ship or sector to board from.
you would like to attack with.
You must always leave at least 1 mil in
the sector or ship you are attacking from, so you may never attack
-with all of your mil out of a sector or ship.
+with all of your mil out of a sector or ship.
The following limitations apply to the aggressor's mil:
.NF
Attack: You are limited by the mobility of the attacking sector
according to the mob-cost to move the mil into the target sector.
Assault: If the target sector contains mil, then you may only attack with
1/10th of your mil on board, unless your ship has "semi-land"
- capability in which case it is 1/4th, -or- if your ship has
+ capability in which case it is 1/4th, -or- if your ship has
"land" capability in which case there is no limitation.
Board: When boarding from a sector, the sector must have mob. When
boarding from either a ship or a sector, the number of mil
? - print this help message
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-.L "(3) Estimate the odds and possibly ask the aggressor for confirmation."
+.L "(3) Compute initial strengths."
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The offense strength of your land units is mil * off where "mil" is the
number of mil in the unit, and "off" is the offense multiplier of the
ship stats). You can use the "strength" command to see the defense
strength of your sectors.
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-Now, when your scouts estimate the defense strength, they only count
-land units and mil that they see. If your scouts didn't notice the
-efficiency of the defending units, then they assume that they are at
-100% efficiency. Your scouts also assume that none of the enemy units
-are fortified. Once your scouts have come up with an "estimated
-defense strength", then that number is compared with your offense
-strength. The
-output so far might look like this:
-.EX attack -14,2
-.NF
--14,2 is a 100% 5 harbor with approximately 0 military.
-Number of mil from headquarters at -15,3 (max 108) : 10
-cavalry #7 has a base attack value of 44
-attack with cavalry #7 in -15,3 (~ 100%) [ynYNq?] y
-cavalry #24 has a base attack value of 44
-
- Initial attack strength: 108
-Scouts report defending unit: inf1 infantry 1 #22 (efficiency 71, tech 169)
-Scouts report defending unit: inf2 infantry 2 #41 (efficiency 94, tech 169)
-Scouts report defending unit: inf2 infantry 2 #42 (efficiency 94, tech 173)
-Scouts report defending unit: inf2 infantry 2 #43 (efficiency 65, tech 139)
- Estimated defense strength: 1118
- Estimated odds: 8%
-
-.FI
-.s1
-Note that your estimated odds are calculated before any enemy units
-have reacted, and before support multipliers are calculated, so they
-will not be particularly accurate.
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.L "(4) Move reacting defensive units to the target sector."
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-If the target is not a mountain, then defensive units in nearby
-sectors may react. Defensive units will keep reacting until the
+If the target is not a mountain, then nearby land units on reserve
+missions may react. Reserve units will keep reacting until the
defense strength is 1.2 times the offense strength. The following
restrictions apply to reacting land units:
.NF
+- The target must be in the mission's op-area, and in reaction range.
- The efficiency of the unit must be higher than it's retreat percentage.
- The unit must be in supply.
- The unit must have enough mobility to get to the target.
-- The unit must be in range.
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If the unit is in a 60% efficient headquarters, then 1 is added to its
-reaction radius. If it is on "reserve" mission, then 2 is added to
-the radius. Note that you can limit the reaction radius of your land
-units using the "lrange" command.
+reaction range.
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.L "(5) Calculate support."
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casualties divided by the total number of aggressor troops that went into
the conflict. Similarly, the "defender loss factor" is calculated.
Then each land unit loses mobility equal to 10 * (loss factor).
-Defensive land units on reserve mission only lose half of that. Also
+Also
there is a chance equal to the loss factor that the land unit will use
up some of its supply (see info supply).
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mil and units are automatically moved into the target. The mil are
moved in with no mobility charge. If the combat is assault, then
the mil will take an amount of food with them proportional to the
-number of people leaving the ship. The mobility cost to land units is
-as follows:
-.NF
-Assault: If the land units are attacking from a ship with "land" capability,
- then land units are charged (update mob) mobility, except for
- "marine" units which are only charged half of that. For all
- other kinds of ships, land units go to -(update mob), except for
- "marine" units which go to zero. Here, (update mob) refers to
- the amount of mobility that units gain at the update.
-Board: Marine units are charged 10 mobility and other land units are
- charged 40.
-.FI
+number of people leaving the ship.
+.s1
+Assaulting units pay one update's worth of mobility, except for
+"marine" units, which pay only half of that. Unless assaulting from a
+ship with "land" capability, mobility is further decreased to one
+update's worth of mobility negated (so that the unit will have zero
+mobility after the update), except for "marine" units, whose mobility
+is decreased to zero instead.
+.s1
+For boarding, "marine" units are charged 10 mobility and other land
+units are charged 40.
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In the case of attack, the aggressor is asked what they'd
like to move in as follows: First, the aggressor is asked how many mil
When you move your mil into the target sector after an attack, you
will risk the same chances of interdiction (number of mil / 200) and
stepping on land mines (see "info lmine") as
-if you were moving them using the "move" command.
+if you were moving them using the "move" command.
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Similarly, once you have specified which land units you'd like to move
into the conquered sector, then all of your units will move in at
post-attack interdiction and no danger of stepping on land mines if the
INTERDICT_ATT option is disabled (see version).
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-.L "(15) Charge the aggressor BTU's."
+.L "(15) Charge the aggressor BTUs."
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The BTU cost is equal to 0.5 + (the total number of casualties) * 0.015.
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