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  #1  
Old August 5th, 2001, 09:38 PM
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Default Re: Ground Combat Lessons

I think troops being destroyed in orbital bombardment is fairly accurate. The scale of orbital bombardment would be far larger than anything done in Kosovo. Those were at least intended to be surigcal strikes (however inept they were) that eliminated the troops and did as little collataral damage as possible. That is far easier to hide from than an orbital bombardment taking out whole facilities and populations by the millions.

Sure a large number of tropps could be disperesed and hidden, but they would be so dispersed they would be unable to fight effectivly against organized units of invading troops. So in actuality they would be no better than militia anyway.

Don't try to equate the units in SE4 as literal tanks and tropps and it makes more sense. Think of them as divisions or batallions. You may not kill all the individual units, but take out the command and control and you eliminate their effective fighting force.

Where you will get troop to troop ground combat is when you have an invading force that really wants to take the population and facilities intact. Then they will avoid orbital bombardment entirely. It's more of a role play thing.

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Old August 6th, 2001, 12:40 AM
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Default Re: Ground Combat Lessons

Here's a data point for those interested in ground combat...

In one single-player game with a +10% ground combat bonus, I've been able to capture planets of 8 *billion* people with all ground defenses (e.g. 13-15 million tons of weapons platforms) without orbital bombardment of any kind.

Traits relevant include the aforementioned GC bonus, plus a +10% defensiveness bonus -- which will help a LOT.

Transport design is a heavily shielded (maybe 2400 pts or so -- most of my warships lean towards firepower, instead) battleship, with full training (+20%/+20% fleet/ship), ECM III (+60%), Stealth Armor and Scattering Armor (+25% from those two, IIRC). That's a total of... +135% defense if I do my math right; there's no size penalty for being a BB. Subtract 65% figuring the weapon platforms may have a Combat Sensors III; that's still +70% to defense net, *plus* range penalty (since these transports have QE IIIs plus Solar Sail, they can stop at range 7 before closing next round). Net effect is that enemy hit rate on transports appears to be 1% (warning: not against Deeply Religious races...). Units can't gain experience, which cripples them (again, non-Religious) when attacking a prepared fleet, so in practice these transports have yet to sustain more than perhaps 2-3 hits to shields even against huge amounts of ground fire.

Note: Refitting a Legendary warship in a Legendary fleet to a combat transport can bring total defense bonus to +195%; +130% less CS III. Subtract 10% for a race with normal defensiveness; at that point, it's not particularly necessary...

Each transport (perhaps up to 4 in any given task force, each of which contains several warships, plus sweepers, shipyards, scanner, and warpships; they're detachments from the Grand Armada) can transport 162 Large Troops, each of which has ECM, Sensors, 2xShields, and 3xGround Cannon.

A single wave of 162 troops, in my experience, will trivially conqueror (1 round, no return fire) many lightly populated planets. For an completely full, 8B world (400 militia; in test case, pretty much full of weapons platforms, 'tho I don't know if that affects GC), the first wave sustains heavy casualties, but survives the 10 turns; a total of three drops overwhelms the militia, with perhaps ~240 losses among the attackers. Two waves might suffice, but probably with greater losses, and also it may take more than one game turn. Multiple transport landings should take place simultaneously if at all, to minimize time spent under fire. Moons should be taken simultaneously as well, if they have WPs that could fire at your new acquisition...

Incidentally, the planetary WPs can be fired the same combat turn you capture 'em. Assimilation is quick.


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Old August 7th, 2001, 01:20 AM
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Default Re: Ground Combat Lessons

I *never* bombard population from orbit. It's just not nice. I've been trying to capture the crysonlite homeworlds recently (Devnullmod, V1.35) and I think soon I will also be able to take an 8000m world intact.

First up, getting troops in to land is easy. Destroy most of the weapons platforms from orbit without damaging the population. Then either use a heavily shielded troop transport, or a heavily shielded/ expendible "decoy" ship to soak up what's left of the weapons platform fire.

One shipfull of troops just won't be enough, so you need to make sure your first wave will survive at least 10 ground combat rounds. Othrwise, you can't get any reinforcements in.

For this reason I developped the Scuffle III vanguard troop. These are all shields and no weapons, so won't do much (any?) damage, but based on my experiences with 4000m worlds, 1200ktonnes of these will Last long enough to deploy a second wave of troops. Once I have 2 or 3 loads of vanguard troops down, I don't have to worry about the 10 ground combat turns while I deploy as many ships full of heavily armed troops as I need to take down the militia.

I'll let you know how I get on.

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Old August 6th, 2001, 06:49 PM
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Default Re: Ground Combat Lessons

Info that's been posted before but is worth recalling:
In a transport, first in = first out, and first out = front line. So put all-shield troops into a transport first, then put in all-weapon troops for counterattacks. This is extremely effective for storming smaller colonies. Remember that the defenders get to fire first. For large colonies (high pop), your first transport might need to be ONLY all-shield troops, so that your attack can Last >10 turns and not let the planetary militia "regroup".
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Old August 7th, 2001, 09:09 PM
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Default Re: Ground Combat Lessons

On a related note, does weapons range matter in ground combat? In other words, do troops with range 2 weapons have an advantage over troops with range 1 weapons?

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Old August 7th, 2001, 11:32 PM

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Default Re: Ground Combat Lessons

quote:
Originally posted by capnq:
On a related note, does weapons range matter in ground combat? In other words, do troops with range 2 weapons have an advantage over troops with range 1 weapons?




You could probably test this easily. Setup a situation in a savegame where you are just ready to drop troops on a planet. Drop them one way and see the result, then edit the components.txt file to change the range for the weapon use in the troops and then reload the savegame and see if the result changes. Short range first, long range first... Whatever order you want.
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Old August 8th, 2001, 12:09 AM
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Default Re: Ground Combat Lessons

quote:
Short range first, long range first... Whatever order you want.
But be sure to do four or five trials of each, since there are random factors involved too!

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