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An attempt to explain Ground Combat

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Dave

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Jun 9, 2003, 7:47:23 AM6/9/03
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This is a simplification of the formulas used in Ground Combat...
well, as simple as I could make it while retaining 100% accuracy.
Hope this helps people understand a little more what is going on. I'm
currently working on the other attack forms besides KKK, so I can do a
comparison and see why/when they would ever be more useful than KKK.

***********************************

Commonly Used Terms Below

Personnel = Troops, Crew, and Colonists (if applicable).

Mechs = Any Type 1, 2, or 3 Ground Unit.

HGF = High Guard Factor = (1-(total combat strength of all HG
present/1000)) <min 0.5> multiply resulting damage by this factor.
Bring enough HG to total 500 pts of combat strength for maximum
effect.

EKA = Each Kill an Average of... sometimes used with qualifiersů e.g.
(E 100 Attack Troop KA). This is an average. Actual damage may range
from 0 to twice the listed amount.

***********************************

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.

These penalties are NOT applied in the formulas below.

*************************************

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
Kill Kill Kill = 95% of Troops and Crew, and 100% of Fighters and
Mechs present

***************************************

Order of fire in KKK Routine (casualties assessed immediately):

When Fighters and Mechs are listed, all types apply...
e.g. (Fighters ---> Base Fighters) implies that each of the three
types present fire on all three types that are also present.

Base AAA ---> Fighters
Return Fire
Fighters ---> Base Fighters
Return Fire
Base Mechs ---> Fighters
Return Fire
Base Fighters ---> Mechs
Mechs ---> Laser Cannons
Return Fire
Mechs ---> Base Mechs
Return Fire
Mechs ---> Base Personnel
Return Fire
Base Mechs ---> Personnel
Base Lasers ---> Troops
Return Fire
Base Lasers ---> Crew & Colonists
Crew Return Fire
Troops & Crew ---> Base AAA
Fighters ---> Base Personnel
Return Fire
Base Troops ---> Troops
Return Fire
Troops ---> Base Colonist & Crew
Return Fire
Base Troops ---> Crew & Colonists
Return Fire
Base Crew ---> Crew & Colonists
Return Fire
Crew ---> Base Colonists

Surrender Phase

**************************************
DAMAGE GIVEN AND RECEIVED BY UNIT TYPE
**************************************

Base Structures

Laser Cannons
EKA (0.5 HGF) Mechs, 50 Troops, 60 Crew, and 250 Colonists
It takes 800 points worth of Combat Troop and 20,000 points worth of
Combat Crew to destroy each one.
Each Mech kills (Attack City/100) laser cannons.

AAA Guns
EKA (0.6-Defense Mech/200) <min 0.05> HGF fighters
It takes 200 points worth of Combat Troop and Combat Crew to destroy
each Gun.
E Fighter KA (Attack City/200) <min 0.05> AAA Guns.

****************************************

Gound Units
attacking Personnel do not shoot Defending Mechs

E 100 Defending Troops KA (0.5-Defense Troop/400) HGF
E 200 Defending Crew KA (0.5-Defense Troop/400) HGF

Damage to Personnel
Ground units get a x500 bonus to damage Vs: Colonists and a x200 bonus
Vs: Crew unless shooting Lizards.
This is not 500%, / 200%ů. It is a multiplier of x500 / x200.

Attacking
EKA (Attack Troop)x 0.5 Troops, (Attack Troop)x0.75 Crew, and (Attack
Troop)x0.8 Colonists HGF

Defending
EKA (Attack Troop)x0.5 Personnel HGF

Damage to Mechs
Attacking or Defending
E 100 Attack Mech KA (0.5-Defense Mech/400) <min 0.05> HGF

Damage to Fighters
attacking Mechs do not shoot Defending Fighters

Defending
E 100 Attack Air KA (0.5-Defense Mech/400) <min 0.05> HGF


******************************************

Fighters
attacking Personnel do not shoot Defending Fighters

E 20 Combat Troop KA (0.5-Defense Troop/300) HGF
E 20 Combat Crew KA (0.5-Defense Troop/300) HGF

Damage to Personnel
Defending Fighters do not shoot attacking Personnel

Attacking
E Fighter KA (Attack Troop)x0.5 Personnel HGF


Damage to Mechs
Attacking or Defending
E 100 Attack Mech KA (0.5-Defense Air/300) <min 0.05>

Damage to Fighters

Attacking
E 100 Attack Air KA (0.5-Defense Air/400) <min 0.05> HGF

Defending
E 100 Attack Air KA (0.5-Defense Air/500) <min 0.05> HGF


***************************************
Troop and Crew Combat Strength Chart
First Column: Average kills per 100 Troops HGF
Second Column: Average kills per 100 Crew HGF

Lizard 930 780
Evil Empire 235 213.5
Draconians 71 50.5
Crystals 62.5 61.5
Stormers 50 27.5
Birdman 45 20
Enforcers 32.5 20
Solorians 32.5 25
Privateers 30 25
Colonies 30 2.5
Coalition 30 12.5
Cyborg 20 20
PEEPS 20 15
University 19 4
Rebels 17.5 7.5
Scavengers 15 5.5
Federation 10 2.5
Robots 10 0.5
Aczanny 7.5 3.5
Centaurs 7.5 4

****************************************
Surrender Phase
(# colonists * power / 10,000) + (# crew * power / 100) + (# troops *
power) + (# HG * power) + (# assault units * 100)
figure this up for both sides and if one is 3:1 over the other... then
SURRENDER! If not >3:1 but >1:1 then MASSACRE.

Scytale

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Jun 9, 2003, 2:08:15 PM6/9/03
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> This is a simplification of the formulas used in Ground Combat...

Wow!!! This is great! Thanks!


> ***********************************
>
> 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.
>
> These penalties are NOT applied in the formulas below.
>
> *************************************

Um.... ouch. Does this penalty apply ONLY to those rushing back? In
that case, I can think of a reason to use some of the other (not KKK)
attack settings -- in case you get attacked, some people stay dug in
at home.


Scytale

Alfred the Great

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Jun 9, 2003, 2:22:53 PM6/9/03
to
"Crystals 62.5 61.5"

Is this so? Are Xtals very tough in Ground Combat? Or am I misreading this?


Jason Northrup

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Jun 9, 2003, 10:35:13 PM6/9/03
to
first of all, this is great! thanks alot.
now, some questions:
david...@hotmail.com (Dave) wrote in message news:<

> >
> HGF = High Guard Factor = (1-(total combat strength of all HG
> present/1000)) <min 0.5> multiply resulting damage by this factor.
> Bring enough HG to total 500 pts of combat strength for maximum
> effect.
so HGF goes from 1 to 0.5 [decreases ?!] as HG combat goes from 0 to
500?
looking at the damage formulae later on then, HGF acts to DECREASE
damage.

as such I assume HGF refers in each case to the OTHER TEAM'S HGF.

>
> ***********************************
>
> Concerning the "Rush back to defend" message:
>
> At the beginning of each combat where one of the participants is not
> on Peaceful,

means which one of two things? : at least one participant is not on
peaceful (which makes this necessary whenever combat occurred [combat
wouldn't take place when both were peaceful]) , OR neither
participant is on peaceful (something different happens when just one
is peaceful}

Dave

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Jun 10, 2003, 8:03:06 AM6/10/03
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Unfortunately, as far as I can tell, No.

Dave

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Jun 10, 2003, 8:06:54 AM6/10/03
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Yes... and No.

Here's the thing. The Crystals' high Dark Power lets them kill lots
of people... one of the best...


BUT...


If there are any enemy left after the shooting, the Crystals surrender
pretty easily because their actual combat power is low. The Lizards
are kinda the same way... they don't get their x30 bonus during the
surrender phase. I guess they have the "if you can't beat 'em, join
'em" mentality. :)

Dave

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Jun 10, 2003, 8:14:54 AM6/10/03
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> > HGF = High Guard Factor = (1-(total combat strength of all HG
> > present/1000)) <min 0.5> multiply resulting damage by this factor.
> > Bring enough HG to total 500 pts of combat strength for maximum
> > effect.
> so HGF goes from 1 to 0.5 [decreases ?!] as HG combat goes from 0 to
> 500?
> looking at the damage formulae later on then, HGF acts to DECREASE
> damage.
>
> as such I assume HGF refers in each case to the OTHER TEAM'S HGF.
>

Yes, the HGF applied is the one for the guy being shot at during that
phase... it is a MULTIPLIER to the damage taken, therefore a low HGF
is better for that person.

100 x 0.5 = 50 units lost
100 x 0.8 = 80 units lost


> means which one of two things? : at least one participant is not on
> peaceful (which makes this necessary whenever combat occurred [combat
> wouldn't take place when both were peaceful]) ,

Correct :)

> OR neither
> participant is on peaceful (something different happens when just one
> is peaceful}

When just one is on peaceful, that side is automatically designated as
defender and therefore doesn't marshall forces. He can also not be
affected by the "rush back" sequence.

Jason Northrup

unread,
Jun 10, 2003, 2:28:18 PM6/10/03
to
david...@hotmail.com (Dave) wrote

> When just one is on peaceful, that side is automatically designated as
> defender and therefore doesn't marshall forces. He can also not be
> affected by the "rush back" sequence.

> > > I'm currently working on the other attack forms besides KKK, so I can do > > > a comparison and see why/when they would ever be more useful than KKK.

Hence, you're probably still currently working on it, but regarding
this marshalling of forces, now, I'm curious. you stated the forces
are marshalled for both sides equally, determined by their attack
mode, yet it seems more fitting that only the attacker's forces
numbers should depend on marshalling
for example, if the defender's "marshalled" troops were on deep
patrol, aren't the other ones at the base still on guard? and even
then, those on patrol rush back.
or are the patrols so deep that all forces are involved, but only 25%
could rush back home?

Assuming that the number of forces involved are the primary factor
determining success, in the first case, KKK would be worst for
defender, best for offense
while in the second, it would be the best for both, as 95% of troops
are involved in both.

finally, if the troops not marshalled for the defense are still on
guard at base, do they still suffer the rushback penalties?

Alfred the Great

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Jun 10, 2003, 9:01:11 PM6/10/03
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> I'm currently working on the other attack forms besides KKK, so I can do
> a comparison and see why/when they would ever be more useful than KKK.


Speaking from profound ignorance: If two sides both are on not-peaceful
(anything but peaceful) then it is random who actually attacks. And the
other side rushes back and fights at a disadvantage. Do only thouse who rush
back get the Disadvantage? If so, then then Deep Ground Patrol would keep a
lot of people home. So if you got caught by the other guy attacking most of
your people/mechs would NOT get the disadvantage modifier. So Deep Ground
Patrol could still kill small enemy bases set to peaceful (like a few Borg)
but would not leave you open to a disaster if a larger force on KKK
attacked.

Of course all this assumes that only those who were out attacking get the
disadvantage-modifier.


Jason Northrup

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Jun 11, 2003, 9:15:37 AM6/11/03
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"Alfred the Great" <som...@microsoft.com> wrote in message news:<bc5v43$95n$1...@slb5.atl.mindspring.net>...

> Of course all this assumes that only those who were out attacking get the
> disadvantage-modifier.

though no word back from dave, I suspect it would take a lot more
programming to distinguish between those who rushed back, and those
who stayed home. alternatively perhaps, Tim might have modified the
rushback penalties, for instance, by giving only 25% of the penalty to
a defender who was on deep patrol or roaming, 90% to those on attack
and run, and 95% on KKK.

e.g. all personnel (from roaming D) take 1.25 times damage from mechs
and fighters and (1+3*.25=)1.75 times damage from personnel.

Scytale

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Jun 11, 2003, 1:53:14 PM6/11/03
to
> though no word back from dave

Actually, he responded to the question when he responded to my first
post in this thread. It appears that everyone gets the penalty,
regardless of how many had to actually rush back.

Scytale

Alfred the Great

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Jun 11, 2003, 2:52:10 PM6/11/03
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Is the penalty the same? (the penalty for Roaming and for Kill Kill Kill?)

Scytale <scy...@softhome.net> wrote in message
news:95cbce89.03061...@posting.google.com...

Dave

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Jun 11, 2003, 5:01:47 PM6/11/03
to
> though no word back from dave, I suspect it would take a lot more
> programming to distinguish between those who rushed back, and those
> who stayed home. alternatively perhaps, Tim might have modified the
> rushback penalties, for instance, by giving only 25% of the penalty to
> a defender who was on deep patrol or roaming, 90% to those on attack
> and run, and 95% on KKK.

Sorry, was busy.

It looks as if all people get the disadvantage, even the ones who
never left. I guess they were sleeping of at lunch or something.

Dave

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Jun 11, 2003, 5:02:11 PM6/11/03
to
"Alfred the Great" <som...@microsoft.com> wrote in message news:<bc7trg$tj6$1...@slb2.atl.mindspring.net>...

> Is the penalty the same? (the penalty for Roaming and for Kill Kill Kill?)


Yes.

Alfred the Great

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Jun 11, 2003, 5:41:28 PM6/11/03
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Dave <david...@hotmail.com> wrote in message
news:7c4159b0.03061...@posting.google.com...

>
> It looks as if all people get the disadvantage, even the ones who
> never left. I guess they were sleeping of at lunch or something.

Sounds like they are either radiologists or in the artillery.


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