388 lines
18 KiB
Perl
388 lines
18 KiB
Perl
.TH Concept "How to take a sector or ship from the enemy"
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.NA Attack "Details for attack, assault, paradrop, board and lboard"
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.LV Expert
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This info page describes 5 different commands: "attack", "assault",
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"paradrop", "board" and "lboard". These are the four commands that you
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use to take something (either a ship, land unit or a sector) from the
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enemy by force.
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Note that much of the board information relates to the lboard information,
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just apply it to a land unit instead of a ship.
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.NF
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A combat has 15 steps:
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(1) Ask the aggressor for the target sector/ship.
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(2) Ask the aggressor further details about the offensive force.
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(3) Estimate the odds and possibly ask the aggressor for confirmation.
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(4) Move reacting defensive units to the target sector.
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(5) Calculate defensive support.
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(6) Fight.
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(7) Spread the plague.
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(8) Take mobility and supply from land units.
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(9) Send reacting units home.
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(10) If successful, the aggressor takes the target sector/ship.
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(11) Remove mobility and efficiency from the target sector/ship.
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(12) Remove mobility from the aggressor's sectors/ship.
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(13) Possibly ask the aggressor for mil and units to move into the target.
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(14) Possibly interdict the aggressor's mil and units as they move.
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(15) Charge the aggressor BTU's.
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.FI
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.s1
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.L "(1) Ask the aggressor for the target sector/ship."
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.NF
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Sea, sanctuary, and wasteland are illegal targets.
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You may not assault a mountain.
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You may not paradrop into a mountain, capital, city, or fortress.
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You may only board a ship from the sector the ship is in, you may
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not board a ship which is faster than your ship, and you may not board
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a submarine at sea.
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You may only board a land unit from the sector the land unit is in.
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.FI
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.s1
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The "assault" command is the only command which will let you attack
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your own sector (you can use this to get mil & assault units on
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shore). You should not "attack" unowned land (see info explore).
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.s1
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If the SLOW_WAR option is enabled, you will not be able to attack
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a sector owned by a country you are not AT_WAR with, unless you
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are the old owner of the sector.
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.s1
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If the SNEAK_ATTACK option is also enabled, you can attack ONE sector
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owned by a country you are not AT_WAR with, paying $5K for the
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privilege. Once the sneak attack is done, you will automatically
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declare war against the enemy, and go through the normal SLOW_WAR
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sequence before you can attack again (see info relations).
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.s1
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.L "(2) Ask the aggressor further details about the offensive force."
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.s1
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When you board, you are asked for a ship or sector to board from.
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If you are attacking or assaulting, then you have the option to
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specify whether you want your forts/ships/plane/units to support your
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attack. If no support is specified, then it is assumed that
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you want support from all sources.
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.s1
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If you are not paradropping, then you will be asked for mil and units
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you would like to attack with.
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You must always leave at least 1 mil in
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the sector or ship you are attacking from, so you may never attack
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with all of your mil out of a sector or ship.
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The following limitations apply to the aggressor's mil:
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.NF
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Attack: You are limited by the mobility of the attacking sector
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according to the mob-cost to move the mil into the target sector.
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Assault: If the target sector contains mil, then you may only attack with
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1/10th of your mil on board, unless your ship has "semi-land"
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capability in which case it is 1/4th, -or- if your ship has
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"land" capability in which case there is no limitation.
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Board: When boarding from a sector, the sector must have mob. When
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boarding from either a ship or a sector, the number of mil
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you may board with is limited to the maximum number of mil that the
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target ship can hold. Note that you can board land units
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from a sector only.
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The following restrictions apply to the aggressor's land units:
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A land unit must have mobility and be in supply (see info supply) in
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order to be able to enter the combat. Land units with "security",
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"supply" or "flak" capability may not attack. Also, you may not
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attack with artillery units (i.e. if frg > 0). Only land units with "assault"
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capability may assault or board.
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Attack: The land unit must have at least as much mobility that it
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would cost for it to march into the sector.
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Board: You may only board with as many land units as the target ship
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can hold. You cannot board a land unit with other land units.
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.FI
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.s1
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When asked whether you'd like to include a certain land unit in the
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combat, you will be given a prompt ending in [ynYNq?]. At this
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prompt, you can type:
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.NF
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y - yes this unit
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n - no this unit
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Y - yes all units in this army
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N - no all units in this army
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q - quit attack
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? - print this help message
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.FI
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.s1
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.L "(3) Estimate the odds and possibly ask the aggressor for confirmation."
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.NF
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The offense strength of your land units is mil * off where "mil" is the
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number of mil in the unit, and "off" is the offense multiplier of the
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unit (see show land stats), with the following exceptions:
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Assault: If the unit doesn't have "marine" capability, then its
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offense strength is cut in half.
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Board: If the unit doesn't have "marine" capability, then its
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offense strength is equal to half of the number of mil in the unit.
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.FI
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.s1
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The total offense strength is the number of mil plus the offense
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strength of all offensive units. This number is then multiplied by
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the offense value of the sector the mil and units are attacking from
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(see show sector stats). Ships have an offense value of 1.
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.s1
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The defense strength of a land unit is the total number of mil in the
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unit times its defense multiplier (see show land stats). The only
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exception to this is non-marine land units on ships which have a
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strength equal to the total number of mil in them. The defense
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strength of units out of supply is cut in half. The defense strength
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of fortified units is multiplied by (127 + fortification) / 127.
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.s1
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The total defense strength is the number of mil plus the defense
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strength of all defensive units. This number is then multiplied by
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the defense value of the sector the mil and units are in (see show
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sector stats). Ships have a defense value of 1 + def/100 (see show
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ship stats). You can use the "strength" command to see the defense
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strength of your sectors.
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.s1
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Now, When your scouts estimate the defense strength, they only count
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land units and mil that they see. If your scouts didn't notice the
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efficiency of the defending units, then they assume that they are at
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100% efficiency. Your scouts also assume that none of the enemy units
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are fortified. Once your scouts have come up with an "estimated
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defense strength", then that number is compared with your offense
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strength. The
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output so far might look like this:
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.EX attack -14,2
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.NF
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-14,2 is a 100% 5 harbor with approximately 0 military.
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Number of mil from headquarters at -15,3 (max 108) : 10
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cavalry #7 has a base attack value of 44
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attack with cavalry #7 in -15,3 (~ 100%) [ynYNq?] y
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cavalry #24 has a base attack value of 44
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Initial attack strength: 108
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Scouts report defending unit: inf1 infantry 1 #22 (efficiency 71, tech 169)
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Scouts report defending unit: inf2 infantry 2 #41 (efficiency 94, tech 169)
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Scouts report defending unit: inf2 infantry 2 #42 (efficiency 94, tech 173)
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Scouts report defending unit: inf2 infantry 2 #43 (efficiency 65, tech 139)
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Estimated defense strength: 1118
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Estimated odds: 8%
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.FI
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.s1
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Note that your estimated odds are calculated before any enemy units
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have reacted, and before support multipliers are calculated, so they
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will not be particularly accurate.
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.s1
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.L "(4) Move reacting defensive units to the target sector."
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.s1
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If the target is not a mountain, then defensive units in nearby
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sectors may react. Defensive units will keep reacting until the
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defense strength is 1.2 times the offense strength. The following
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restrictions apply to reacting land units:
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.NF
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- The efficiency of the unit must be higher than it's retreat percentage.
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- The unit must be in supply.
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- The unit must have enough mobility to get to the target.
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- The unit must be in range.
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.FI
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If the unit is in a 60% efficient headquarters, then 1 is added to its
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reaction radius. If it is on "reserve" mission, then 2 is added to
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the radius. Note that you can limit the reaction radius of your land
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units using the "lrange" command.
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.s1
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.L "(5) Calculate support."
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.s1
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For attack and assault, both offensive and defensive support is
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calculated. For paradrop, only defensive support is calculated, and
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for board and lboard there is no support (however, defending ships within range
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will fire on the boarding ship or sector before the fight if boarding
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a ship).
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.s1
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The aggressor's support is calculated based on what the aggressor
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asked for. Defensive support is only called in to the extent that it
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would be useful. If the aggressor outnumbers the defender 10-to-1,
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then the defender will not have any support. Otherwise, the defender
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will keep calling in support until its strength is at least 1.2 times
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the offense strength.
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.s1
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Fort, ship, and unit support is simply those forts, ships, and units
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in range that can fire (see info fire). Note that ships and units on
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missions will not fire support. Plane support comes from
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those planes on "support" mission. The support multiplier is
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.NF
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1.0 + fortdamage/100 + shipdamage/100 + planedamage/100 + unitdamage/100.
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.FI
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.s1
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Ships/forts/units belonging to allies of the combatants will support,
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if they are at war with the other combatant. (For example, if A is allied
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with B, and at war with C, and A attacks C, things belonging to B will
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support the attack if able. The same is true for defense. If C attacks
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A, the B stuff will help defend A)
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.s1
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After these four supports are calculated, then land mine support is
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added to the defense support. Defending land mines add (number of mines) *
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0.02 to a maximum of 0.40. If there are attacking engineers present,
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this number is cut in half.
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.s1
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.L "(6) Fight."
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.s1
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Total offense and defense strength are multiplied by their support
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multipliers to obtain the final combat strengths. From this, odds are
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calculated. Then in each "round", a chance according to the combat
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odds determines whether an aggressor or defender troop is lost. Troops
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killed in combat are first taken from the mil (from the sector
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containing the most mil), and then from the units (from the unit
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containing the most mil). Combat odds are recalculated and the
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process continues until there is a victor. Each time there is a
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casualty, a character is printed:
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.NF
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! means a defending soldier bit it
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@ means one of your soldiers went doan
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.FI
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.s1
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If the effiency of a land unit is less than its retreat percentage when
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it gets hit, then it will need to make a morale check.
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The chance of failing a morale check is (retreat
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percentage - efficiency). If the unit has nowhere to retreat to, then
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it takes "extra losses" which amounts to an extra 10% docked from its
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efficiency. Otherwise, the land unit retreats to the adjacent sector
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containing the maximum number of civs. Units will never retreat into
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mountains.
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.s1
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Also note that once all of the military on a land unit are killed, the
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land unit stops defending. What this means is that a land unit can
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become "trapped" in an sector if an enemy takes it over after killing
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all the military on a land unit while the land unit may not be destroyed.
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.s1
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When planning an attack remember that overwhelming forces greatly increases
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your odds; i.e., attacking 10 men with 40 will result in your losing
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fewer troops than if you had attacked with 20.
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.s1
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.L "(7) Spread the plague."
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.s1
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If any combatant in a battle is infected with the plague, all potential
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comnbatants in the battle are infected as well (if they do not already
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have some level of plague already.)
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.s1
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.L "(8) Take mobility and supply from land units."
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.s1
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The "aggresor loss factor" is equal to the number of aggressor
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casualties divided by the total number of aggressor troops that went into
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the conflict. Similarly, the "defender loss factor" is calculated.
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Then each land unit loses mobility equal to 10 * (loss factor).
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Defensive land units on reserve mission only lose half of that. Also
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there is a chance equal to the loss factor that the land unit will use
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up some of its supply (see info supply).
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.s1
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.L "(9) Send reacting units home."
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.s1
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If the defending land unit did not retreat, then send it back to where
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it came from at no mobility charge.
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.s1
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.L "(10) If successful, the aggressor takes the target sector/ship."
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.s1
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Either 1 aggressor mil (first choice) or one land unit (second choice)
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is automatically moved into the conquered ship or sector to occupy it.
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Since this mil or unit is effectively "chasing out" the remnants of
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the defending forces, the defender will not interdict it (because he
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won't want to damage his forces with "friendly fire").
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.NF
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This is what happens to the sector when you take it:
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- All delivery and distribution information is wiped.
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- The production in the sector is stopped (see info stop).
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- Planes in the sector owned by the player you just took the sector from
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lose 30 plus random(100) efficiency and go to 0 mob. If the new efficiency
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is less than 10%, the plane is blown up.
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- Units in the sector owned by the player you just took the sector from
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lose 30 plus random(100) efficiency and go to 0 mob. If the new efficiency
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is less than 10%, the unit is blown up.
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- The avail is set to 0.
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- New che are created (see info Guerrilla).
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- Set the loyalty of the sector to 50 (see info Citizens).
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- Reduce the mobility to 0.
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- The civs in the sector become "conquered populace" (see info Occupation).
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When you take a ship:
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- Mission, retreat info and fleet info is wiped.
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- Planes and land units on the ship are reduced to 10%.
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When you take a land unit:
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- Mission, retreat info and army info is wiped.
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- Planes and land units on the unit are reduced to 10%.
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When you take someone's capital, the defender loses half of their
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money or $3000 whichever is greater. If the defender wasn't broke to
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begin with, then the aggressor gets half of their money times (1/5 +
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4/5 * efficiency of the sector).
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.FI
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.s1
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.L "(11) Remove mobility and efficiency from the target sector/ship."
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.s1
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The efficiency of the target sector or ship is damaged by a percentage
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equal to the total number of casualties divided by ten.
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.s1
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If the target is a sector, then it will lose a percentage of the
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mobility equal to the number of defender mil casualties divided by the
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total number of mil that were originally in that sector, up to a
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maximum of 20 mobility. So if for example, your casualty fraction was
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70/100, and your sector started with 50 mobility, then you would lose
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min(20, 50*70/100) = min(20, 35) = 20 mobility.
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.s1
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.L "(12) Remove mobility from the aggressor's sectors and ships."
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.s1
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The pre-combat mobility costs are:
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.NF
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Attack: Remove mobility equal to the mob cost to move the mil into the
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target sector.
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Board: If boarding from a ship, the cost is the half of the speed of the
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defending ship times the efficiency of the defending ship.
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If boarding from a sector, the cost is the number of boarding
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mil divided by 5. This applies for boarding of ships and land units.
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.FI
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.s1
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Only sectors are charged an additional post-combat mobility cost.
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In this case, the amount of mobility the sector loses is calculated
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using the same formula as is used for the defending sector's mobility cost.
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.s1
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.L "(13) Possibly ask the aggressor for mil and units to move into the target."
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.s1
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If the combat was an assault, paradrop, board or lboard, then all victorious
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mil and units are automatically moved into the target. The mil are
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moved in with no mobility charge. If the combat is assault, then
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the mil will take an amount of food with them proportional to the
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number of people leaving the ship. The mobility cost to land units is
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as follows:
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.NF
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Assault: If the land units are attacking from a ship with "land" capability,
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then land units are charged (update mob) mobility, except for
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"marine" units which are only charged half of that. For all
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other kinds of ships, land units go to -(update mob), except for
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"marine" units which go to zero. Here, (update mob) refers to
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the amount of mobility that units gain at the update.
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Board: Marine units are charged 10 mobility and other land units are
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charged 40.
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.FI
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.s1
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In the case of attack, the aggressor is asked what they'd
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like to move in as follows: First, the aggressor is asked how many mil
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they would like to move in from each attacking sector. This number is
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limited by the amount of mobility left in the attacking sector. Then
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the aggressor is asked which land units they'd like to move into the
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sector with the same [ynYNq?] prompt as above, the only difference
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being that 'q' now means "don't move anything in". The mobility costs
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here are the same as for "move" and "march".
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.s1
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.L "(14) Possibly interdict the aggressor's mil and units as they move."
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.s1
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Post-attack interdiction only occurrs in the "attack" command (and not
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in "assault", "paradrop", "board" or "lboard").
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When you move your mil into the target sector after an attack, you
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will risk the same chances of interdiction (number of mil / 200) and
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stepping on land mines (see "info lmine") as
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if you were moving them using the "move" command.
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.s1
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Similarly, once you have specified which land units you'd like to move
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into the conquered sector, then all of your units will move in at
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once, and they will be interdicted in the same way as though they were
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being moved using the "march" command, including the danger of
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stepping on land mines. Note that there is no
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post-attack interdiction and no danger of stepping on land mines if the
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INTERDICT_ATT option is disabled (see version).
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.s1
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.L "(15) Charge the aggressor BTU's."
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.s1
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The BTU cost is equal to 0.5 + (the total number of casualties) * 0.015.
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.s1
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.SA "attack, assault, paradrop, board, lboard, Combat"
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