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  #1  
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

Baron Munchausen Baron Munchausen is offline
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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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Old August 9th, 2001, 12:51 PM

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Default Re: Ground Combat Lessons

I don't understand the difficulty discussed here. Against even homeworlds I never needed bigger than a Battle Cruiser (or was it a Dreadnought ?) with basics plus three phased shields V and the rest cargo bays. It holds 150 large troops equipped with shields 3, ecm, sensors, and a ground cannon 3. Possibly you are using some other weapons ? Somebody pointed out that other weapons do not work properly for troops. I would not know since I always considered GC3 to be most cost effective and cheap to research to boot.....

I ignore weapon platforms on the target, just use a decoy ship to draw off missiles, then when they fire the troop ship runs in. But it occurs to me that only works in tactical, not strategic. Okay, use two decoy ships at least as fast as the troop ship, with the decoys leading the fleet. Since they have weapons the AI will target the weapon platforms on them first. Use the cheapest combination of shields and armor available (no regenerators) and just one cheap and small weapon on each decoy.

The 150 troops will blow away all weapon platforms with no effort. Before you send in the invasion fleet, make sure you soften them up by taking out all satellites, otherwise the sats will fire on the newly captured planet. Also checkout any moon colonies for WP and if found just wipe them first. A piece of cake. Your fleets need to be given orders to stop firing when all weapons are gone, otherwise they will bLast population, when capturing it is the whole point of the exercise. OTOH if you are an organic just build facilities to change atmosphere and whatever it is that generates 40m pop/turn per colony in each system....

[This message has been edited by LCC (edited 09 August 2001).]
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Old August 9th, 2001, 02:24 PM
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Default Re: Ground Combat Lessons

IIRC the problem with this in strategic is if your transport doesn't have weapons you are correct it will be Last on the enemy targeting list, but it will not approach the planet until all the WP's are gone. Since you are not targetting the planet, your transport will never land troops at all.

The only way to get the transport to approach an armed planet is to have weapons onboard, and then it becomes a target for the defenders.

It is doable I am sure. It would take some testing of various fleet configurations to get the right mix between decoys and troop transports. But against a human player it would be harder cause they could simply modify the targeting to target closest first instead of biggest weapons.

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Old August 9th, 2001, 02:42 PM
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Default Re: Ground Combat Lessons

quote:
I don't understand the difficulty discussed here. Against even homeworlds I never needed bigger than a Battle Cruiser (or was it a Dreadnought ?) with basics plus three phased shields V and the rest cargo bays. It holds 150 large troops equipped with shields 3, ecm, sensors, and a ground cannon 3. Possibly you are using some other weapons ? Somebody pointed out that other weapons do not work properly for troops. I would not know since I always considered GC3 to be most cost effective and cheap to research to boot.....
The problem for me was the fact that my race had a -50% ground combat modifier.

Also the design of my "Wobbly Bobs" was:
1 x Troop cockpit
2 x Ground Cannon 3 (15 damage each)
1 x Plasma Armor 3 (24 hitpoints)
For a total of 10Kt size, and 31 hitpoints.

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Old August 9th, 2001, 02:46 PM
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Default Re: Ground Combat Lessons

I always use strategic combat for the capture of a planet without any problem. I give the fleet the primary strategy "capture planet" and the secondary strategy "optimal weapons range". In the capture planet strategy I specify under the point damage "damage targets until all weapons gone". This makes first the attack ships wipe out all enemy weapons while the troop transport stays out of the enemy's reach. Then the troop transport moves to the planet and drops the troops. The troop transport has no weapons or only point defense and its strategy is of course also "capture planet".

[This message has been edited by Q (edited 09 August 2001).]
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