Always charge land units at least as much mobility for assaulting from non-landing ships as for landing ships. Before, marines lost all mobility when assaulting from a non-landing ship, which could be less than what the same assault costs from a landing ship (half an update's worth).
79 lines
3.3 KiB
Perl
79 lines
3.3 KiB
Perl
.TH Command ASSAULT
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.NA assault "Attack coastal sector from ship"
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.LV Basic
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.SY "assault <SECT> <SHIP> [<forts?> <ships?> <arty?> <planes?>]"
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.s1
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The assault command allows your marines to \*Qhit the beaches\*U.
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It is also the only way to get ashore other than by unloading at a harbor,
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thus it is the first step to gaining land on a new continent.
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.s1
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Any ship with military can assault a sector containing 0 mil, however
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only a landing ship can assault a sector with military in it with
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its full complement of troops.
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The other ships will only be able to land a fraction of their troops
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in any given assault (usually 1/10th).
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This represents the use of the Admiral's gig, the Captain's barge, etc.
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.s1
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Note that some ships will have the
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semi-lander flag, which allows them to land 25% of their troops.
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.s1
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If you have land units with the 'assault' ability
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aboard the ship assaulting, you will be asked if
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you wish them to join in the assault as well.
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Assaulting units pay one update's worth of mobility, except for marine
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units, which pay only half of that. Unless assaulting from a ship
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with landing capability, mobility is further decreased to one update's
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worth of mobility negated (so that the unit will have zero mobility
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after the update), except for marine units, whose mobility is
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decreased to zero instead.
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.s1
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.L NOTE
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This mobility loss for units happens whether or not you
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own the sector being assaulted. If you wish to land troops
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without suffering this penalty, make/capture a harbor!
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.s1
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If you have ship #28 bearing 10 military at 31,53
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it can assault land at any of the adjacent sectors,
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(32,52; 33,53; 32,54; 30,54; 29,53; or 30,52).
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For example:
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.EX assault 32,54 28
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.s1
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This command asks to assault sector 32,54 from ship #28.
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If you assault with 9 troops and assuming the sector has no military,
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and since there were 10 troops on the ship to begin with,
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90% of the food will be taken along by the assaulting troops,
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(and each one that makes it will contribute his or her 10%
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to the conquered sector). A minimum of 1 food will be left
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on the ship. Land units will not take any food from
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the ship, and will only have the food they are carrying.
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.s1
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You will be asked for any information which was
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not included on the command line,
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(sector to be assaulted, which ship is doing the assaulting,
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number of brave troops to disembark, land units to use).
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.s1
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The offensive value of assaulting units is cut in half to represent
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the difficulty of getting to shore, except for "marine" units which
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assault at full strength.
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.s1
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Units may not retreat from an assault, and will take extra casualties
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instead if they fail a morale check.
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.s1
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Other than these factors, assault is the same as normal land combat, with
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forts/units/ships/planes firing on both sides to support, etc. Support
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arguments are also as in attacking.
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.s1
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See info \*QAttacking\*U for the exact procedure. The sector being assaulted
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will have exactly the same reaction to being conquered as if it were attacked
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by land.
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.s1
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You may assault your own sectors. In this case, the assaulting mil
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are added to the mil in the sector, and assaulting land units simply
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come ashore.
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.s1
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You may also use assault to sneak spies on land. To do this, you must
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assault with spies only, and they will try and sneak on land. See "info Spies"
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for more information.
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.s1
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.SA "Spies, Attacking, LandUnits, Ships, Combat"
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