Difference between revisions of "System Assault"

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(Unload all ordinance on planet: with UNLOAD ORDINANCE you can reduced population very quick without causing too much damage on structures (but don't forget to eliminate first Orbital Batteries by BOMBARDMENT))
(Unload all ordinance on planet: *Duration: 1 Round)
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= Unload all ordinance on planet =
 
= Unload all ordinance on planet =
  
 +
*Duration: 1 Round
 
*totalPopDamage += 0.5 * actualDamage;
 
*totalPopDamage += 0.5 * actualDamage;
  

Revision as of 15:23, 12 April 2014

Intro

Basic info >> see Manual#System Assault

System Assault is done in maximum five rounds (see in the screen yellow top bar)

  • on the left side the attackers assets are shown (combatant ships)
  • in the middle assets of the defender race are displayed

for both: use tooltips displayed at mouseover

  • on the right side headlined with "Orders" (use also tooltips here especially for the bars !!!)
    • left hand defender shield strength is displayed by a vertical bar (if defender doesn't have shields/ a shield generator it is offline, of course)
    • right hand DefenderCombatStrength + DefenderPopulation is displayed by a vertical bar


then Actions (not all are everytime available):


at bottom there are:

  • Change orders or
  • Commit

Strategy

Your strategy might depend on whether you have transport ships (with troops for conquering) or not

  • without transporters you might kill or bring down the population (UNLOAD ORDINANCE) or/and cause a lot of damage BOMBARDMENT (MaximumDamage)
  • with a small amount of transporters you better reduced defense by BOMBARDMENT (MaximumPrecision) beyond a limit your transporter have enough GroundCombatStrength
  • with a lot of transporters (in the whole galaxy) you might immediately LAND TROOPS

Attack Orbital Defenses

Bombard planet

InvasionTargetingStrategy for Bombardment

  • MaximumPrecision: Attempt to minimize collateral damage. Precision is favored at the expense of overall damage.
    • totalPopDamage += 0.5 * actualDamage;
    • structureHitChance *= 1;
    • I guess: more population, less structures
  • Balanced: Attempt to balance precision and overall damage. Moderate levels of collateral damage are acceptable.
    • totalPopDamage += 0.25 * actualDamage;
    • structureHitChance *= 2;
  • MaximumDamage: Inflict the most damage possible at the expense of precision. Collateral damage is not a concern.
    • totalPopDamage += 0.125 * actualDamage;
    • structureHitChance *= 3;


Unload all ordinance on planet

  • Duration: 1 Round
  • totalPopDamage += 0.5 * actualDamage;

see #Strategy - with UNLOAD ORDINANCE you can reduced population very quick without causing too much damage on structures (but don't forget to eliminate first Orbital Batteries by BOMBARDMENT)

Land Troops

  • available if transport ships are involved in system assault

Next screen will show you your transporters - select:

  • mark the transporters you want to participant (yellow point in check box) -> mention: ALL participant will be gone after a victory or a defeat
  • compare "Total (Net) Combat Strength" displayed at bottom, especially the value in clamps showing positive or negative which is result of transporter's strength minus tooltip-value of ground combat strength-bar top right.

GroundCombat

  • Buildings

Sounds

Depending what kind of assault is done one (or more of) following sounds are played while the assault:



Stand down

InvasionStatus

  • if any orbitals are left when retreating, then the invasion is a defeat, else it's a standoff, the invader being merciful

InProgress

Victory

Defeat

Stalemate

if MaxRounds achieved then result of this turn is Stalemate.

Screenshot