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Difference between revisions of "Ground forces"

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Note that for transport bays, the same rules for loading and unloading apply as for cargo holds, i.e. without a spaceport or cargo handling system, it might take your brigade two weeks to disembark on a hostile planet. That might do if the planet is not defended, but you'd better research combat drop technology if it is.
 
Note that for transport bays, the same rules for loading and unloading apply as for cargo holds, i.e. without a spaceport or cargo handling system, it might take your brigade two weeks to disembark on a hostile planet. That might do if the planet is not defended, but you'd better research combat drop technology if it is.
  
==Ship Boarding==
+
[[category:content]]
The ability for drop modules to be shot toward an enemy ship and get infantry onto the hull of that vessel. Infantry then begin blowing holes into the armor to enter the ship if none already exist.
 
 
 
===Important facts about Boarding Combat===
 
Trying to board a ship moving at several hundred or several thousand kilometers per second in this manner is still incredibly risky. Because of the speeds involved, the intercepting vessel must have a huge speed advantage to make the boarding attempt without suffering heavy casualties among the boarders. The cause of those casualties will vary but could include missing the target and ending up within the exhaust plume, impacting the hull at too high a speed, missing entirely and being lost in space, etc. The percentage of casualties from the boarding attempt is equal to 20xD10, giving a range from 20-200%. However, the amount of D10 rolled is reduced by Interception Speed / Target Speed. For example, if the interception speed is 6000 km/s and the target is moving at 1000 km/s, the number of D10 is reduced by 6. Therefore, if the intercepting ship is at least twenty times faster than the target ship, the attempt is automatically successful and no casualties are suffered during the boarding. Because of the risks involved, in most cases before a boarding attempt can be made the target ship will have to be slowed down or disabled.
 
 
 
1) Combat takes place every five minutes after movement and combat. Once a unit has successfully boarded a hostile vessel, the Boarding
 
 
 
Combat Clock begins counting. Once it reaches 300 seconds or greater, a round of boarding combat is fought and the clock is reduced by 300.
 
 
 
2) Low readiness units on both sides cannot avoid combat
 
 
 
3) The boarders cannot retreat so they must keep attacking until they capture the ship, die trying or surrender.
 
 
 
4) As a result of the boarding combat, collateral damage may be inflicted to the ship itself. If this is severe enough, or causes secondary explosions, it is possible the ship might blow up in the midst of the fight.
 
 
 
5) If all the defending units and crew are eliminated, the ship is captured.
 
 
 
===How To Use===
 
First you need a much faster ship than the ship you plan to try to take over. This is achieved via the small Drop Module and a fighter with an engine and a little bit of fuel and a tiny engineering section.
 
 
 
Load GU into Drop Modules within fleet (if fighter is in a fleet). Then select an enemy ship and issue a boarding order.
 
 
 
The Troop Shuttle will carry the troops from the fleet over to the enemy vessel and barring any accidents like the enemy blowing a 80cm hole in the troop ship you are all set for the shuttle to launch its troops at the enemy vessel and begin boarding actions.
 
 
 
The faster your Troop Shuttle is, the better the chance that more Marines will land on the enemy ship and giving you a better chance to take it over successfully.
 

Revision as of 12:34, 4 January 2016

Ground troops can be dropped on enemy colonies and take them over. They also provide a reduction in unrest (by, we must assume, shooting dissenters). In addition, Engineer brigades allow you to exploit Alien Ruins, provide industrial capacity and can assemble PDC elements.

All ground units are built at a Ground Force Training Facility. They require some minerals, but no supply. They cost a modest amount of wealth for upkeep.

Organisation

Up to four ground unit battalions can be organized in a brigade, and up to four brigades in a division. Similar to Naval Organisation and civilian Sector Commands, higher echelon HQs radiate so much wisdom that their subordinate units get a bonus of one quarter of the HQ commanders' skills. This affects ground combat and training. It is possible (but untested) that the commanding officer in a brigade or division HQ should have a higher rank than his subordinates to be effective.

 Division HQ
     - Brigade HQ
         - Battalion
         - Battalion
         - Battalion
         - Battalion
     - Brigade HQ
         - Battalion
         - Battalion
         - Battalion
         - Battalion
     - Brigade HQ
         ...
     - Brigade HQ
         ...

Note that an Engineer Brigade is five times larger than a battalion, but can be subordinated to a Brigade HQ like a battalion.

Combat

see ground combat.

Summary.

Stats for Ground Units

  • Type, The type of unit. Different types, AST, BHQ, DHQ, ENG, GAR, HVA, LTA, LTI, MAR, MRC, INF, REP, ICD, ACD,, and more. Base attack and def stats are determined by the type, and Racial Ground Combat Strength (RGCS). Morale is based on the experience and training of the unit.
  • Atk, Attack
  • Def, Defense
  • Read., Readiness
  • Morale, Morale
  • GCB, Ground Combat Bonus, given by commanding officers

To train different ground units, they need to be placed under the command of a headquarter. Training will then start and morale will increase, if the HQ has a suitable leader assigned.

Ground Unit Types (6.00)

Unit Name Type Atk Def Size TP  
Assault Infantry Battalion AST 100% 50% 5 100  
Brigade Headquarters BHQ 0% 20% 5 150
Divisional Headquarters DHQ 0% 30% 5 250
Construction Brigade CB 0% 50% 25 150 ††
Combat Engineer Battalion CEB 100% 100% 5 180 †††
Garrision Battalion GAR 0% 100% 5 60  
Heavy Assault Battalion HVA 120% 120% 5 180  
Low Tech Armor Division LTA 30% 30% 50 90 *
Low Tech Infantry Division LIT 12.5% 25% 50 50 *
Infantry Cadre ICD 1% 1% 5   **
Armor Cadre ACD 1% 1% 5   **
Marine Battalion MAR 100% 100% 5 180
Marine Company MRC 20% 20% 1 36
Mobile Infantry Battalion INF 50% 100% 5 100  
Replacement Battalion REP 0% 5% 5 40 ‡‡

†: Brigade Headquarters may command up to four battalions forming a brigade. A Divisional Headquarters may command up to four brigades at a time.
††: Construction Brigades act as a construction factory while on a planet. They are also required to recover abandoned faculties from alien ruins. Construction Brigades are five times bigger than battalions and cannot be split up.
†††: Combat Engineer Battalions fight at double strength when attacking or defending a PDC.
‡: Marines fight at double their listed strength when performing boarding actions against ships and PDCs.
*: Low Tech Infantry and Armor Divisions maybe be converted into Infantry and Armor Cadres respectively.
**: Infantry and Armor Cadres may be used to reduce the cost of training a new unit. Infantry Cadres reduce the price by 40 and Armor by 60.
‡‡: Replacement Battalions will help wounded ground units on the same planet recover to full strength at a cost to their own health.

See also: Ground Forces: Transportation, New units, Boarding Combat

How To Transport

Bring a ship over to a planet or another ship with troop transport bays. Select the ship you want to load from and select Load GU into Troop Transport. You select the Ground units you want to add from the selection box that fits into the screen one by one.

Note that for transport bays, the same rules for loading and unloading apply as for cargo holds, i.e. without a spaceport or cargo handling system, it might take your brigade two weeks to disembark on a hostile planet. That might do if the planet is not defended, but you'd better research combat drop technology if it is.