Sandarbian Posted July 19, 2018 Author Report Share Posted July 19, 2018 Oh, my luck I'll have a Warp Buster (lots of JSS) tranversing the Warp Point just in time to greet a Solar Flare!! Quote Link to comment Share on other sites More sharing options...
hobknob Posted July 20, 2018 Report Share Posted July 20, 2018 From what I know there is no difference between toughness of army/marine/guard units. The difference is in what TAC areas they cover. You can cover almost all of the tac areas with army units and other starting stuff so there is little need for them for most things. Each ground unit covers a number of TAC areas, from 1 to 8 areas. Each unit has a rating that relates to the TAC areas. If you want to see what an army can do you will need an enemy to practice on. However if you like I would be happy to post some old battles so you can see what to expect. ex Imperial Army Air Force has the following Air Def 10% Air Support 20% Air to Air 70% The Imperial Marine Air Force is Air Def 20% Air Support 40% Air to Air 40% Other that a fortress all units total up to 100%. You can see the difference between the two. Both units will provide tac ratings in all three areas, but they will be different given the same tech. If you have all ground units at your disposal you can tailor your force based on enemy strengths and weaknesses. Ground techs will say what areas they are good for. ex Ferret Excavator Tank: The Ferret is a tunneling tank designed exclusively to provide heavy armored firepower against subterranean enemy targets. Armed with high explosive shells and a massive drilling rig attached to its front, the Excavator can make impressive progress against any dug-in position. In extremis, Ferrets are used to plow through buildings, walls, fortified bunkers or just about any hardened position. After blowing through the outer defenses, the Excavator lets loose with a hail of gunfire and often leads the charge for more conventional infantry forces. The presence of Ferrets can strike fear in the hearts (assuming they have any) of an unprepared enemy. Classification: Ground Combat This Item cannot be manufactured, and is either a ground combat upgrade or a prerequisite for other technologies Prerequisite Technologies: Light TankArmor Strength: Adequate [250] Broken Terrain Strength: Adequate [100] Subterranean Terrain Strength: Adequate [750] Quote Link to comment Share on other sites More sharing options...
Sandarbian Posted July 20, 2018 Author Report Share Posted July 20, 2018 Thanks Hob. So, the TAC order will give me what I have in my army. Just need a empty slot with nothing else to do.....yea right.? Quote Link to comment Share on other sites More sharing options...
hobknob Posted July 20, 2018 Report Share Posted July 20, 2018 Yes, I think that is correct. Certainly something to think about when you have the odd order that is spare. I find I have orders to spare after losing fleets to DMX and rowdy neighbors. Quote Link to comment Share on other sites More sharing options...
Grey Raven Posted August 2, 2018 Report Share Posted August 2, 2018 Anyone received their Draco turn yet? Quote Link to comment Share on other sites More sharing options...
The Fremen Posted August 3, 2018 Report Share Posted August 3, 2018 Not yet but that doesn’t mean much. Turns will probably be out sometime tomorrow morning. Draco must be getting busy. That’s a good sign!! ? Quote Link to comment Share on other sites More sharing options...
Grey Raven Posted August 3, 2018 Report Share Posted August 3, 2018 Received! Quote Link to comment Share on other sites More sharing options...
Sandarbian Posted August 3, 2018 Author Report Share Posted August 3, 2018 Why the inability to change the Rules of Engagement of a fleet containing a Bastion away from ZULU? Seems a bit harsh. Is trading between empires even possible? Quote Link to comment Share on other sites More sharing options...
The Fremen Posted August 3, 2018 Report Share Posted August 3, 2018 Yes but not at the HW. That mechanic was instituted to prevent players from starting up position just to drop them and allow themselves or someone else from getting an easy kill and adding unfairly to their industrial base. In this way you must EARN your power not be gifted it. Quote Link to comment Share on other sites More sharing options...
Sandarbian Posted August 3, 2018 Author Report Share Posted August 3, 2018 This turn just full of joy...not Ok, I have 10 fission power plants, I had 3000 processed radioactives in stockpile last turn. So why did I only produce 90,000 power this turn?? What else could affect the output of the fission power plants? AND Stripmining Complexes also did not produce the amount of Raw Resources as they should have. EDIT: Ok, this caused by lack of power due to not getting the 100,000 power I should have... There is no verbiage to indicate any problems on planet, on power production, nada, nothing. Nevermind....nothing to see here...move along... <slamming head onto desktop to activate Intelligence Reduction Module to reduce Brain Function to level that equates the stupidity of the mistake in the first place> Note: CHECK THE FUEL TANK! Imperium Navium Aetheris Enquiring Minds Are Completely Baffled Quote Link to comment Share on other sites More sharing options...
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