Militia excess vehicle troop carriers ? (Full Version)

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BlueTemplar -> Militia excess vehicle troop carriers ? (1/26/2021 5:12:30 PM)

My militia has FINALLY gotten non-starting models !

[image]local://upfiles/34953/66A569FFA194417F8F745EB45A58E211.jpg[/image]




BlueTemplar -> RE: Militia excess vehicle troop carriers ? (1/26/2021 5:12:59 PM)

However, here we see that whoever is responsible for militia battlegroups has thrown in an extra Troop Carrier without it having anything to actually carry !

I know that Militia units are "just thrown together", but shouldn't they at least respect the 1:1 Foot:carrier ratio ?

[image]local://upfiles/34953/BA603D933900405AB28F7309C321AEA9.jpg[/image]




zgrssd -> RE: Militia excess vehicle troop carriers ? (1/26/2021 6:47:27 PM)

Troop carriers are their own units, just like tanks are. And it might even be classed as Tank, just like buggies.

Trucks are indeed the exception to how motorisation is handeled.




BlueTemplar -> RE: Militia excess vehicle troop carriers ? (1/26/2021 7:24:41 PM)

Hmm, but both Trucks and APCs do not have an independent Formation where they are alone.
And both can be manually put alone into their own Battlegroup...

I've used troop carriers extensively in this first game, it's always annoying when more carriers than troops get killed and there's no (easy) way to split off just 1-2 troops from a single Unit to get the fast movement back the very same turn. You have to either split at least 3 or have an additional specific Battlegroup responsible for dealing with the excesses, which will lose all its movement points upon transfer to it and then will get stuck in slow movement mode itself unless you brought extra carriers.

In fact rotating carrier-lacking units to a road to logistically replace the carriers might be less of a fuss (though then it's the likely fighting unit that loses all its movement points or has to wait for automatic replacements next turn).

Otherwise, any reason why I might want to use APCs alone, rather than Buggies or Light Tanks ? (Assuming that I have models for all 3 that have rolled similar Design stats ?




zgrssd -> RE: Militia excess vehicle troop carriers ? (1/26/2021 8:40:29 PM)

Maybe rules ahve changed. I can only go off what happened when I last used them:
Trucks were non-combat, backline carrier units.
APC's were frontline units, that stood right there with all other infantry.

Overall I think the whole Truck/APC system needs a rework. I made a suggestion for it a while ago, recently udpated now that I got the Airforce as a idea basis.




BlueTemplar -> RE: Militia excess vehicle troop carriers ? (1/26/2021 8:47:46 PM)

Oh right, I haven't yet read the part of the manual that deals with the difference during fights between "frontline" and "backline" units... I guess then that if APCs are frontline and Trucks backline, then Trucks might have a much better chance of survival in some situations, despite their frailty ?




zgrssd -> RE: Militia excess vehicle troop carriers ? (1/26/2021 9:04:21 PM)

quote:

ORIGINAL: BlueTemplar

Oh right, I haven't yet read the part of the manual that deals with the difference during fights between "frontline" and "backline" units... I guess then that if APCs are frontline and Trucks backline, then Trucks might have a much better chance of survival in some situations, despite their frailty ?

Their survival is pretty much based on "never being shot at".
Usually only trucks and Artillery prefer the backline.

Only artillery or units that have broken through can hit the backline.
With artillery being unable to hit units that have broken through, but also being really good at preventing breakthroughs.

Also consider that Artillery has a capped attack score: High Firepower results in more attacks, not much more powerfull attacks. Wich makes it easier for trucks to survive them as well.




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