G
Guest
Guest
Archived from groups: alt.games.vgaplanets4 (More info?)
Here is my understanding of how ground combat rules (whitout any formula),
Correct me if I'm wrong.
0 = Peaceful
1 = Roaming defense
2 = Deep ground patrols
3 = Attack and Run
4 = Crush Kill Destroy ( was called Kill Kill Kill in earlier version of
vgap 4)
5 = Capture
When 2 ground base at the same planet are at Peaceful (0) No combat.
When base A =0
base B = 1,2,3,4 or 5
Base B attack, Base A defend
When base A = 1,2,3,4 or 5
base B = 1,2,3,4,5
The base with the lower attack mode number Attack , the other base defend.
Example: Base A is in mode 2 (Deep Ground patrols), and Base B is in mode 4
(Crush Kill Destroy).
Base A will attack, Base B will rush back and suffer a penalty defending his
base.
When Base A and Base B have the same attack mode, the attacker is chosen at
random (50% your base will attack, 50% your base will rush back to defend
and suffer a penalty defending the base).
With latest host 193, in a real game.
I'm attacking many bases using Crush Kill Destroy VS Capture.
I'm attacking 50% of the time, and rushing back 50% of the time.
Special rules:
Mode 4 vs 5 have equal value for who attack first, the attacker is chosen at
random.
The Attack and Run ground attack setting blocks the Crush Kill Destroy
attack unless the race doing the Crush Kill Destroy
attack has twice the number (or more) of Troops or has twice the number ( or
more ) High Guard.
If the race with the Crush Kill Destroy mission is fielding twice the troops
or twice the High Guard the Attach and Run mission never happens.
Marshalling for the Attack
Before combat takes place, there is a Marshalling phase. It is during this
phase that all units that will be attacking enemy bases gather together.
Only a certain percentage of units, based upon the Base setting, will gather
for the attack. They are as follows:
Peaceful = None
Roaming Defense = 25% of Troops present
Deep Ground Patrol = 25% of Troops, Fighters, and Mechs present
Attack and Run = 90% of Troops, and 100% of Fighters and Mechs present
Crush Kill Destroy = 95% of Troops and Crew, and 100% of Fighters and Mechs
present
Capture = New mode Capture works very similiar to Crush Kill Destroy, Your
troops kill far less enemy colonists and take 3 times normal losses (They
will get more prisoners alive).
Concerning the "Rush back to defend" message
At the beginning of each combat where one of the participants is not on
Peaceful, all units to go on
the attack marshall. It is then randomly chosen which side is gains the
initiative. The other side will
then "rush back" to defend their base and will suffer the following
penalties:
All personnel take double damage From Mechs and Fighters and quadruple from
Personnel.
All personnel deal half damage to Mechs, Fighters, and Personnel.
Commonly Used Terms
Personnel = Troops, Crew, and Colonists (if applicable).
Mechs = Any Type 1, 2, or 3 Ground Unit.
Lord Lancelot
Here is my understanding of how ground combat rules (whitout any formula),
Correct me if I'm wrong.
0 = Peaceful
1 = Roaming defense
2 = Deep ground patrols
3 = Attack and Run
4 = Crush Kill Destroy ( was called Kill Kill Kill in earlier version of
vgap 4)
5 = Capture
When 2 ground base at the same planet are at Peaceful (0) No combat.
When base A =0
base B = 1,2,3,4 or 5
Base B attack, Base A defend
When base A = 1,2,3,4 or 5
base B = 1,2,3,4,5
The base with the lower attack mode number Attack , the other base defend.
Example: Base A is in mode 2 (Deep Ground patrols), and Base B is in mode 4
(Crush Kill Destroy).
Base A will attack, Base B will rush back and suffer a penalty defending his
base.
When Base A and Base B have the same attack mode, the attacker is chosen at
random (50% your base will attack, 50% your base will rush back to defend
and suffer a penalty defending the base).
With latest host 193, in a real game.
I'm attacking many bases using Crush Kill Destroy VS Capture.
I'm attacking 50% of the time, and rushing back 50% of the time.
Special rules:
Mode 4 vs 5 have equal value for who attack first, the attacker is chosen at
random.
The Attack and Run ground attack setting blocks the Crush Kill Destroy
attack unless the race doing the Crush Kill Destroy
attack has twice the number (or more) of Troops or has twice the number ( or
more ) High Guard.
If the race with the Crush Kill Destroy mission is fielding twice the troops
or twice the High Guard the Attach and Run mission never happens.
Marshalling for the Attack
Before combat takes place, there is a Marshalling phase. It is during this
phase that all units that will be attacking enemy bases gather together.
Only a certain percentage of units, based upon the Base setting, will gather
for the attack. They are as follows:
Peaceful = None
Roaming Defense = 25% of Troops present
Deep Ground Patrol = 25% of Troops, Fighters, and Mechs present
Attack and Run = 90% of Troops, and 100% of Fighters and Mechs present
Crush Kill Destroy = 95% of Troops and Crew, and 100% of Fighters and Mechs
present
Capture = New mode Capture works very similiar to Crush Kill Destroy, Your
troops kill far less enemy colonists and take 3 times normal losses (They
will get more prisoners alive).
Concerning the "Rush back to defend" message
At the beginning of each combat where one of the participants is not on
Peaceful, all units to go on
the attack marshall. It is then randomly chosen which side is gains the
initiative. The other side will
then "rush back" to defend their base and will suffer the following
penalties:
All personnel take double damage From Mechs and Fighters and quadruple from
Personnel.
All personnel deal half damage to Mechs, Fighters, and Personnel.
Commonly Used Terms
Personnel = Troops, Crew, and Colonists (if applicable).
Mechs = Any Type 1, 2, or 3 Ground Unit.
Lord Lancelot