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Featured Games
Ground Combat
Overarching Rule of Surface Combat
The Sequence of Events in Surface Combat1. Adding Reinforcements New units might appear on the planet to join in the fighting there. These include "regular" troop reinforcements that just arrived by transport ships and survived any space battles (infantry, space marines, mobile infantry, armor, and Battleoids) and "irregular" forces that are generated, as appropriate, by the computer (militia, partisan, and rebel forces). Which Two Sides are Fighting Each Other? After Space Combat Effects and Reinforcements have been incorporated, a lottery determines which two sides in a three-sided (owner vs. rebel vs. invader) planetary struggle fight each other that turn. 2. Pre-Battle Planning With both side's latest troop additions now in place, players are presented with Surface Combat Pre-Battle Planning screen. On it is a listing of friendly and estimated enemy forces, and the player's current Political Weapons Authorization (conventional, nuclear, biological, or chemical). Both sides will separately select:
Determining the Attacker and Defender Battle Plans come in two sets of options: one for the "Defender" (the civilization that controls that planet is always the Defender) and one for the "Attacker" (the civilization trying to wrest control of the planet is always the Attacker). Rebels are the Attacker vs. the civilization that owns that planet and Defender vs. the civilization that invades it. Key Concept: Battle Plans The Defender will be able to select from among the follow Battle Plans: Standard Defender Options
Counterattack* [choose the specific type of counterattack from the following list:]
Seize the Initiative* [choose specific type of offensive maneuver from the following list:]
The Attacker will be able to select from among the following Battle Plans: Standard Attacker Options
Surrender the Initiative* [choose specific type of defensive maneuver from the following list:]
Counterattack [choose the specific type of counterattack from the following list:]
Additional Rules for Battle Plans Battle Plans in parenthesis may only be selected if that side's General commanding enough ability or a special skill that allows him to select that option. In addition, Maneuver, Ruse, and Trap options can only be selected if that side has "Mobile" formations (i.e., includes Mobile infantry, armor or Battleoids, has Powered Armor, or have extra mobility skills such as atmospheric flight or subterranean). Vertical Envelopment can only be selected if that side has "Vertical" forces (i.e., Battleoids, Powered Armor, just-dropped Space Marines, or the flying or subterranean mobility skills). Success & Failure of Certain Maneuvers Certain maneuvers (those in parentheses) might either "succeed" or "fail" when they are executed by the side that selected them. Specifically, Vertical Envelopment, Offensive Maneuver, Counter-Maneuver, Ruse and Trap. The Battle Plan Matrix The two side's Battle Plans and Intensities are used to determine the number of "Rounds" of Battle will be fought that Game Turn, plus who got any initiative, combat, or morale bonuses or penalties, whether any special procedures for resolving the battle occur, and so forth.
Strategic Initiative After both sides have selected their Battle Plans, one of them will be determined to have seized the Strategic Initiative. Effects of Seizing the Strategic Initiative that Turn The side that gains the Strategic Initiative will be conducting this turn's Combat Rounds "in enemy territory." [Sensitive information deleted describing the nature of this system.] Having the Strategic Initiative in Ground Combat also influences the "advance" and "retreat" of ground forces after all of that turn's Rounds of Battle are conducted. 3. Ground Combat Resolution & Aftermath Once both sides have made their selections and clicked Done, the surface combat on that planet is resolved. The results are shown first by "maneuver" animation overlays (representing each side's Battle Plan selection) on top of that part of the planet involved in that Turn's campaigning with the thickness of the lines used indicating that side's Battle Intensity. These maneuver animation overlays are soon followed by ground combat animations and the CRS (Cool Radio Show) to graphically illustrate the length, intensity, and outcome of the campaign. Combat force statistics (known friendly and estimated enemy) showing troop types and numbers of each that are combat-ready, broken, and killed are also displayed.
NEXT IN SURFACE COMBAT OFFICIAL COMMENTS: "Under the Hood" | ||||||||||||||||
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