Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Aurora 4x Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Editing
Ground Units / Ground Combat
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Ground Forces: Unit Design == Ground Forces and Ground Combat are undergoing a huge expansion in C#. The VB6 Ground Unit becomes the Formation and the VB6 Ground Unit Type becomes the Formation Template. However, there are no longer any fixed unit types or unit values. Instead, there is endless scope for Formations and Formation Templates, based on a detailed design process at the Formation level and below. This will allow the simulation of ground forces from many science fiction genres. As this is a long topic, it is broken into several posts, each covering a different topic. The most granular level is the '''Ground Unit Class''', which is an individual soldier or vehicle. One or more of the same Ground Unit Class are grouped into '''Formation Elements''', which in turn are grouped into '''Formations'''. Formations remain intact for movement purposes, but combat involves each individual unit (each soldier or vehicle). As individual units are now tracked for casualty purposes, readiness no longer exists. Morale is tracked at the Formation Element level (a group of the same unit class), so the infantry in a Formation may have different morale than the anti‑tank guns or artillery. The design process starts with the Ground Unit Class. Two important factors in this design process are the '''Racial Armour Strength''' and '''Racial Weapon Strength''', shown at the top of the Ground Forces window. Racial Armour Strength is based on the strength of the highest racial armour technology. Conventional Armour is 3, Duranium Armour is 5, etc. In the example screenshot, the Commonwealth has researched Ceramic Composite, which has a strength of 10. Racial Weapon Strength is based on the highest tech level (TL) among Laser Focal Size, Railgun Type, Meson Focal Size, Particle Beam Strength and Carronade Calibre. For example, 15cm Laser Focal Size is TL3 as it is the third tech of that type. Racial Weapon Strength is the value of armour at the same tech level. In this case, the Commonwealth has researched 20cm Laser Focal Size, which is TL4. The fourth Armour Tech is Ceramic Composite, which has a strength of 10, so the Racial Weapon Strength is 10. Armour is used as the basis for Weapon Strength so that Ground Armour and Ground Weaponry remain aligned and because it provides a straightforward way to assign value across very different weapons. === Base Types === The Ground Unit Design tab of the new Ground Forces window begins with selecting a '''base type''': infantry, several sizes of vehicle, or static. Static units are weapons that are not self‑mobile, such as towed anti‑tank guns or towed artillery. Static weapons remain in place when firing, so they are easier to hit than infantry or vehicles. Each base type has six main characteristics: ; Size (tons) : Size determines transport requirements and cost, although other modifiers also affect cost. ; Hit Points : Unit hit points are compared to weapon damage during combat to determine the chance of destruction (the Damage Check). : Chance to destroy = (Weapon Damage / Hit Points)^2 ; Slots : The number of component slots available for the base type. ; To‑Hit Modifier : Modifies the chance of the unit being hit during combat (based on mobility). Applies only if the unit is not fortified. ; Maximum Fortification : Maximum strength to which the unit can be fortified by construction factories or construction units. : Chance to Hit is divided by the fortification level. ; Maximum Self‑Fortification : Maximum strength to which the unit can be fortified without construction factories or construction units. === Armour Types === The Armour of a unit is compared to the Armour‑Penetration (AP) value of a weapon. Chance to penetrate = (AP / Armour)^2 For example, AP 4 vs Armour 6 → 45% chance to penetrate. The overall destruction process is: # Chance To‑Hit # Armour Penetration Check # Damage Check All three must succeed to destroy the target. Each Armour Type has two values: ; Base AR : Base Armour Rating × Unit Size determines cost. : A unit with AR 6 costs 50% more than the same unit with AR 4. ; Racial AR : Base Armour Rating × Racial Armour Strength. === Components === Below the base type and armour is the Components section. * Infantry, static, and light vehicles have one component slot. * Vehicles and heavy vehicles have two slots. * Super‑heavy vehicles have three slots. * Ultra‑heavy vehicles have four slots. Each slot can hold one component from the list, and the same component may be used multiple times. Some components are restricted to certain base types (e.g., Super‑Heavy Anti‑Vehicle components require super‑heavy or ultra‑heavy vehicles). Each component has a name, abbreviation, and nine ratings: ; Size : Added to the size of the base unit type. ; Armour‑Penetration (AP) : If the component is a weapon, chance to penetrate = (AP / Armour)^2. : AP Rating = underlying AP × Racial Weapon Strength. ; Damage : If the component is a weapon, chance to destroy after penetration = (Weapon Damage / Hit Points)^2. : Damage = underlying damage × Racial Weapon Strength. ; Shots : Number of times the weapon fires per ground combat phase. ; CIWS : '''Y''' indicates a Close‑In Weapon System capable of defending the planet from missile attack. ; STO : '''Y''' indicates a Surface‑To‑Orbit energy weapon capable of engaging ships in space. ; HQ : Headquarters capacity in tons. Determines the total formation size that can be commanded. ; FFD : '''Y''' indicates Forward Fire Direction. Allows a front‑line unit to direct supporting bombardment units, fighters on close air support, or ships in orbit. ; Const. : Construction value in Construction Factory Equivalents (CFEs). === Capabilities === The Capability section (top‑right of the window) allows selecting one or more capabilities for the Unit Class. * '''Boarding Combat''' is required for boarding ships. * All other capabilities…
Summary:
Please note that all contributions to Aurora 4x Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Aurora 4x Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Ground Units / Ground Combat
(section)
Add topic