System Assault

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Intro

Basic info >> see Manual#System Assault

see also #Last changes


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

Last changes

  • (Supremacy) https://bitbucket.org/mstrobel/supremacy/issue/323/system-assault (issue/323)
    • Only torpedoes would fire on the surface, including the planetary shield: this would also make the planetary shield more durable, and cruisers and above (strike cruisers and command cruisers) be more effective against them (shield, structures and population); destroyers and scouts would thus be less effective (or inneffective) against shielded systems.

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;

(see also https://bitbucket.org/mstrobel/supremacy/issues/94/orbital-bombardment )

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
  • if the attacked System still has shields online it's not available to Land Troops

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