Military Units and Upgrades

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Military Units and Upgrades

Post by Charzy on Wed Aug 05, 2015 12:15 pm

Military Units and Upgrades

Below is a list of all military units along with upgrades. They're grouped by approximate time period, but if you have the technology to build them earlier, feel free. This is also the thread you should use to suggest new units or upgrades.
Military Units

Military Units:

EARLY LAND UNITS - 1800:

Infantry:

Standard Infantry:

#Standard Infantry#
Quantity: 1000 Soldiers
Attack: 1
Health: 2
Armour: 0
Manoeuvrability: 2
MP: 1

No Traits

Your average grunt. Alright training, alright equipment, not good at very much.

Requirements: None
Light Infantry:

#Light Infantry#
Quantity: 500
Attack: 2
Health: 1
Armour: 0
Manoeuvrability: 2
MP: 2

Skirmishers - During Round One, attacks first when attacking other units.
Hidable - Can Hide

Skirmishers, used to quickly take out units at the start of the battle.
Becomes less useful later on in the battle, however.

Requirements: Rifling
Cavalry:

Light Cavalry:

#Light Cavalry#
Quantity: 100 Horsemen
Attack: 1
Health: 2
Armour: 0
Manoeuvrability: 4
MP: 2

Anti-Infantry - Attack becomes 3 when attacking Infantry

Horsemen designed to take out enemy infantry units. Will do badly against heavy cavalry.

Requirements: None
Heavy Cavalry:

#Heavy Cavalry#
Quantity: 100 Horsemen
Attack: 2
Health: 3
Armour: 0
Manoeuvrability: 3
MP: 3

Anti-Cavalry - Attacks first when attacking Cavalry

Horsemen  designed to take out enemy cavalry units. Not as good against infantry  and more expensive than light cavalry, but still effective.

Requirements: None
Artillery:

Artillery:

#Artillery#
Quantity: 20 pieces
Attack: 1
Health: 1
Armour: 0
Manoeuvrability: 1
MP: 3

Long  Ranged - If unpaired, this unit can target and deal damage to a ground  unit equal to this units' attack. This is not treated as a duel. Cannot  be attacked by units without Long Ranged while ground units on the same  team without Long Ranged still exist.

Slow moving, long range cannons that should be kept well back from the enemy.
The main draw of these is the Long Ranged trait, which can turn the tide of a battle.

Requirements: None

EARLY SEA UNITS - 1800:

Light Ship:

#Light Ship#
Quantity: 1 Ship
Attack:  3
Health: 2
Armour: 0
Manoeuvrability: 3
MP: 4

No traits

Useful for moving quickly and intercepting other fleets. Cannot stand up to heavier ships on their own, however!

Requirements: None
Heavy Ship:

#Heavy Ship#
Quantity: 1 Ship
Attack:  3
Health: 4
Armour: 1
Manoeuvrability: 2
MP: 8

No traits

A large ship with a lot of cannons. Heavy and slow, this unit is best suited for protecting other ships.

Requirements: None
Artillery Ship:

#Artillery Ship#
Quantity: 1 Ship
Attack: 2
Health: 1
Armour: 0
Manoeuvrability: 1
MP: 6

Long  Ranged - If unpaired, this unit can target and deal damage to a ground unit equal to this units' attack. This is not treated as a duel. Cannot be attacked by units without Long Ranged while sea units on the same team without Long Ranged still exist.

A ship with a large, long-ranged, front-facing gun for hitting other ships from afar. Few defensive armaments, so not very useful unless kept well back from enemy units.

Requirements: None
Fire Ship:

#Fire Ship#
Quantity: 1 Ship
Attack: 3
Health: 1
Armour: 0
Manoeuvrability: 3
MP: 4

Explosive - This unit can target one other ship with equal or less manoeuvrability than it and deal damage to that target equal to this  units' attack at the start of a round. This is not treated as a duel. This unit is destroyed when activating this ability.
Vulnerable - This unit always attacks second when fighting a unit without Vulnerable.

Filled up with explosives and designed to go straight towards an enemy ship and blow itself up, hopefully taking the other ship with it. Very vulnerable.

Requirements: None

Mid-19th Century Land Units - 1850:

Infantry:

Machine Gunners:

#Machine Gun#
Quantity: 10 Pieces, 50 operators.
Attack: 1
Health: 1
Armour: 0
Manoeuvrability: 1
MP: 2

Long  Ranged - If unpaired, this unit can target and deal damage to a ground  unit equal to this units' attack. This is not treated as a duel.  Cannot  be attacked by units without Long Ranged while ground units on  the  same  team without Long Ranged still exist.

Fast Firing - This unit can activate Long-Ranged three times per turn.

Uses a mechanism to fire and reload shots faster than any unaided human could.

Requirements: Machine Guns

Mid-19th Century Sea Units - 1850:

Ironclad:

#Ironclad#
Quantity: 1 Ship
Attack:  3
Health: 5
Armour: 2
Manoeuvrability: 2
MP: 10

No traits

A heavy ship covered in iron armour and powered by coal and steam.

Requirements: Steam Ships


Upgrades

Infantry:

Bayonets:

Bayonets - 0.5 MP

Adds trait "Bayonets":
+2 armour when fighting cavalry.

No tech requirements
Entrenchment:

Entrenchment - 0.5 MP

Adds trait "Entrench":
This   unit can entrench, giving it +2 armour against both Infantry and   Cavalry and +1 armour against Artillery. Entrenchment must be performed   before the battle begins. Entrenched units cannot move on the map.

Requires Trench Warfare

Artillery:

Super-Long-Ranged Artillery:

Super-Long-Ranged Artillery - 0.5 MP

Adds trait "Super-Long-Ranged" REPLACING "Long-Ranged":
If   unpaired, this unit can  target and deal damage to a ground unit equal   to this units' attack. This is not treated as a duel. Cannot be  attacked  by any enemy ground units (including other artillery) while  ground  units on the same team without Long Ranged still  exist.

Requires Breech-Loading Artillery
High-Accuracy Artillery:

High-Accuracy Artillery - 0.5 MP

Adds trait "Accurate":
+1 Attack

Requires Rifled Artillery

Ships:

Coal Collier:

Coal Collier - 1 MP

+100% to ship movement range

Requires Steam Warships
Naval Grand Mortar:

Naval Grand Mortar - 5 MP

Can only be applied to Artillery Ships

+3 ATK

Replaces "Long-Ranged" with "Grand Mortar Long-Ranged":
Once per round, at the end of a round, this unit can target another unit, and has a 25% chance to deal damage to a target equal to this units ATK. This unit cannot be duelled by enemy units without Long-Ranged while friendly units without Long-Ranged still exist. This unit cannot deal damage to other units except by using this ability. This ability is treated as being called "Long-Ranged".

Requires Industrialisation


Last edited by Charzy on Fri Aug 28, 2015 12:23 pm; edited 3 times in total
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Re: Military Units and Upgrades

Post by borisperrons on Mon Aug 24, 2015 1:11 pm

Suggestions:

Shrapnel shots:
0.5 MP

+1 Attack against unarmored targets that aren't entrenched

Requires Some Tech in the Same Period of Trench Warfare

(IMHO it will help model the phasing out of cavalry in the 1890-1910 period and trench warfare)

Improved rangefinders (ships):
0.5 MP

+1 Manouverabilty while in combat

Requires Rifled Artillery (or another ad hoc tech)

(Since the ship has better rangefinders, they'll take less time to range their guns on the target)

Coal collier (ships):
1.5 MP

+50% to ship movement range

Requires Steam Warships

(Coaling ships to extend the range of steamers, avoiding the need to enter a port to replenish the fuel magazines)

Cavalry carabines:
1 MP

+1 Movement while in combat OR +1 to Attack

(Dunno which one would be better gameplaywise. You can see carabines as a way to kill people from the distance, or as a way to kill more people. Dunno.)
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Re: Military Units and Upgrades

Post by Charzy on Fri Aug 28, 2015 12:09 pm

Cavalry are already phased out partly by bayonets, and entirely by Trench Warfare.
MNV should never change for any unit, because that messes with pairings. Make it a trait instead.
Should be cheaper, but sure.
Already a thing, light cavalry are considered to have firearms.
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Re: Military Units and Upgrades

Post by Charzy on Fri Aug 28, 2015 12:23 pm

Added Coal Colliers and the Naval Grand Mortar.
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Re: Military Units and Upgrades

Post by borisperrons on Fri Aug 28, 2015 3:17 pm

Rangefinding equipment (Ships):
Rangefinding equipment: 1 MP

Adds trait "Shot ranging able". If paired with an unit with manouverability of +1 or less without the "Shot ranging able" trait, this unit will attack first.

Requires Rifled Artillery

Ram (ships):
Ram: 0.5 MP

Adds trait "Steam ram". At the start of the round this unit can try and ram an enemy unit with equal or less manouverability dealing 4 damage. While using the ability, the unit gains the trait "Vulnerable".

Requires Steam Warships
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