Naselus
Posts: 73
Joined: 6/12/2020 Status: offline
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Your main infantry unit (Guards 3) is extremely poor. It's got more or less the worst stats it's possible to roll with it's equipment; the enemy infantry are basically twice as good as yours. This is probably 90% of the problem tbh, since they're the majority of your defence. If you upgrade them en masse to the Grunt 2 then you'll immediately see a 30% improvement in their damage output. Note that Gas-powered guns are, by default, not as good as automatic rifles. Only use them if ammo if a problem. Otherwise, Autoguns are about 30% better. You've had some pretty poor rolls for several of the other models as well - your mech artillery is very bad, your machine gunners fairly average. Note that the AI is on version 7 or 8 of most units, you're generally on 2-3. There is a reason for this. Also, if you're playing defense, there's no reason for expensive mech art, use normal artillery. You have 40k colonists doing nothing. Don't do that, they're useless if they're sat in the colony pool and that's a full T2 zone's worth of people just sitting eating your food surplus and doing nothing useful. Colonists should basically be at 0 at all times; use them the moment they're available. This is 5% of your population doing absolutely sod all; if they were in the army you'd have another full machine gun Army fully entrenched at the front. You can comfortably raise a full Corp of siege infantry or suchlike behind the lines here and then next turn use them. I'd advise keeping you OHQs off the front line. One does not send the general over the top. I get the feeling you don't really understand the model design stuff? Cos a very large portion of your army is really, really bad designs. The Guard probably should've been retired immediately when you saw it had a Base Design value of 78; the range is 70-130 so these guys are barely useful as police, let alone front line troopers. The enemy's soft ATT value is higher than your soft DEF - and ATT has a 50% penalty.
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