Difference between revisions of "Combat"

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Revision as of 09:44, 13 October 2017

Combat

Combat occurs when a Superpower attacks either another Superpower, or neutral troops in a territory. Only one Superpower can remain at the end of the combat - the other force will be destroyed. No retreat is possible.

The full procedure is as follows: The attacker and defender are given 1 die automatically. The resource costs (one unit of each type) for the attack are removed from the attacker.

The defender's defense status is taken from the Territory defense status screen. Warlords and pirates will always have the resources to defend. If this is set to Defend and the defender has one unit of each resource available, then one unit of each resource is taken from the defender and they receive an extra (2nd) die.

If the defender has no oil, but there are tanks in the defending territory, these are scuttled at the beginning of the attack by the defender as they can not use them.

The conventional technologies of each power are compared. If a Superpower is using land forces, i.e. tanks or armies, the their Armies Technology is used in the comparison. If a Superpower is using naval forces, i.e. boomers or navies then their Naval Technology is used in the comparison. If a Superpower is performing an Amphibious attack, then the best of the Army or Naval technology will be used in the comparison. The Superpower with the best technology gets an extra die. If the technologies are at the same level, no extra die is awarded.

If one Superpower has more L-Stars, then this Superpower is awarded an extra die.

Force sizes are calculated, 1 point is awarded for an Army or Navies, 5 points are awarded for a Tank and 6 points for a boomer. The force with the largest force receives an extra die.

If the either force includes tanks or boomers, 1 edge point is awarded for every 3 point advantage in force size.

The dice for each side are rolled, totaled and edge points added. Forces are then removed from each side. It takes 8 dice points to remove a tank, 10 dice points to remove a boomer and 3 dice points for an army or navy. Attacking forces have the option to attack tanks or boomers, set at the outset of the attack. Defending armies have the same option, but this is set on the Territory defense status screen, or on the territory pop up on the map. Neutral forces always remove attacking armies or navies first and tanks or boomers last. Any side rolling one die will not attempt to attack a tank or boomer as it would not be possible to destroy it.


The battle report indicates how the dice have been allocated to the fight, the largest force die is shown by a line under the roll. A tip over the dice result shows what dice were rolled to achieve that result.


Force sizes are re-calculated and the dice are re-rolled until one (or both) forces are destroyed. If the attacking force is destroyed, then the defense is successful. If the defending force is destroyed and some attacking units remain, then the attack is successful. In a case of mutual destruction, the attack can redeploy to the primary target and claim the territory. Note that the redeploy option is not available to territories attacked using bonus attacks.

!Unit type !Fire power !Points to destroy
Army 1 3
Navy 1 3
Tank 5 8
Boomer 6 10

Surrendering

If a Superpower attacks a territory that is set to surrender, resources are expended taking over the territory, but the companies and troops inside territory do not fight and are just amalgamated into the attacking Superpowers force.

Unoccupied Territories

If a territory become unoccupied for any reason, the following list indicates the order in which control of the territory is calculated.

 - Home territories of any Superpower still in the game are returned to that Superpower. 
 - Territories with companies stay with the Superpower who owns the company. 
 - Territory becomes neutral. 

Militia

If a land territory without any units is attacked, the attacker must face local militia. This comprises of a single die roll that will attack armies. After this roll, any remaining forces will successfully occupy the territory. If the attacking forces are destroyed, the attack is a failure. No redeploy or retaliation sub-phases are awarded after attacking a neutral territory.


Seas with companies but no navies

If a sea contains an active company but no navies an attack move hast to be made to occupy this territory. It is not neutral so resources must be expended in trying to occupy it.