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The Ultimate Combat Matrix

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  • The Ultimate Combat Matrix

    Hope the HTML comes through okay...

    Here's an attempt at compiling together ALL the combat possibilities in the game in one place. I think I've personally tested every scenario here, although I may have missed one or two. This is all in SMAC 4.0; I do not have SMAX so SMAX-only features like Dissociative Wave are missing.

    Hope it helps somebody, and hope it's accurate. Have at it! Any corrections/info welcome.

    Basic Rules
    The "defender" is selected from the defending stack as the unit with the best chance to win the combat.Land on transport cannot defend
    Psi Combat occurs if attacker has Psi Attack or defender has Psi Defense.  All native units have both
    Probe Combat occurs if attacker is any Probe Team and defending square contains any Probe Team.  Probe combat is never Psi
    "Sea Gun" is Attack>0 and no Psi Attack or Psi Defense.  All Sea Gun units have artillery capability.
    Always MULTIPLY all factors.  Sole exception is base defenses.
    Combat Scenarios
    Requirements for the effect Effect Applies to Note
    Circumstance Attacker Defender Defender's square   Norm Arty Psi Probe  
    Normal Combat Land non-artillery Land any     Y   Y Y  
    Bombardment Land artillery Land; no arty in stack   One round, all damaged   Y      
    Bombardment Land artillery Sea Non-Gun   One round, all damaged   Y     Including land units on transport
    Artillery Duel Land artillery Land artillery   To death; defender uses A   Y      
    Artillery Exchange Land artillery Sea Gun   Each fires one round   Y      
    Normal Combat Sea Any Sea (including sea base)   Y   Y Y Naval Yard applies; Perim doesn't
    Bombardment Sea invoking Fire action Land; no arty in stack   One round, all damaged   Y      
    Artillery Exchange Sea invoking Fire action Land artillery   Each fires one round   Y      
    Artillery Duel Sea invoking Fire action Sea Gun   To death; defender uses A   Y      
    Bombardment Sea invoking Fire action Sea Non-gun   One round, all damaged   Y     Including land units on transport
    Normal Combat Air Anything not SAM Air unit     Y   Y    
    Intercept Air SAM Air unit   Defender uses Attack value   ?* Y*   Whenever interceptor defending (not just scramble)
    Scramble Protection Air Anything not SAM Air unit SAM Air in (air)base within 2sq No Combat Y   Y   Defender's SAM unit moves; use previous line
    Sea attacking unit on land square (incl. Sea in port) is always Fire action.  Sea attacking sea, or land in sea base, can choose normal or artillery fire
    Damage limits apply to arty Bombardment and Exchange: 50% maximum for units in bunker/base, 99% for other units on land
    *I think the game treats Intercept combat as Artillery Duel. You do not get Confirm Odds screen. Air vs Air, Sensors, Base don't apply.
    *BUG: If a defending interceptor has Psi Attack, Psi combat occurs, but the attacker uses its Weapon value vs Defender's Psi=3!
    Air units in base/airbase, and Copters/Missiles outside base/airbase, can be attacked as if they were land
    SAM air units (including Copters but not Missiles) always defend vs air as Interceptors, but cannot scramble if outside (air)base
    Special Ability Required
    Amphibious Pods Land on transport   Land square No Combat if attacker lacks Y   Y Y CAN capture empty base without Pods
    Amphibious Pods Land anywhere (land or transport)   Sea Base No Combat if attacker lacks Y   Y Y CANNOT capture empty base without Pods
    Air Superiority (SAM)   Airborne Aircraft Not Base/Airbase (Airborne) No Combat if attacker lacks Y   Y Y SAM land/sea can attack air over sea/land
    Base and Terrain
    Base Without Blink Displacer   Base Base Dx1.25 Y   Y   Use only the highest Base value
    Perimeter Defense Land without Blink   Base with PD Base Dx2 Y        
    Naval Yard Sea without Blink Sea Base with NY Base Dx2 Y        
    Aerospace Complex Air without Blink   Base with AC Base Dx2 Y        
    Tachyon Field Any without Blink   Base with TF Base Dx2 or Base Dx3 Y       If PD, NY, or AC applies, gives Base Dx3
    Terrain Land Land Rocky or Forest, not base Dx1.5 Y        
    Fungus Special Native or has Pholus Mutagen   Fungus Ax1.5 Y   Y   Applies to all defenders (even air) and Sea Fungus
    Fungus Terrain Land, Not Native and lacks Pholus Land Fungus Dx1.5 Y       DOESN'T apply to Sea Fungus
    Bunker Land without Blink Land Bunker Dx1.5 Y        
    Situational Modifiers
    Sensor     In def territory within 2sq Dx1.25 Y   Y    
    Infantry vs Base Land unit, Chassis move =1   Base Ax1.25 Y        
    Mobile in open Land unit, Chassis move >1   Flat/Rolling;No Forest/Base Ax1.25 Y       Applies even vs Bunker and ECM
    In Port Land or Air Sea unit Base (even sea!) Ax2 Y        
    Non-Combat Unit   Attack=0;Armor=1   Dx0.5 Y        
    Hasty Non-native land w/fractional move     AxFraction (0.66/0.33) Y Y * Y Applies to Psi-weapon units but not natives
    Fanaticism Faction with bonus (Miriam)     Ax1.25 Y        
    Elevation       x1 + 0.25*level   Y     Higher unit in arty duel - Including vs. sea
    Land Based Guns       x1.5   Y     For land unit if vs. sea unit
    Open Ground Bombarding   Flat/Rolling;No Forest/Base Dx1.5   *     Applies ONLY during arty Bombard (not Exchange)
    Planet SE rating       x1 + 0.10*Planet     Y    
    Dream Twister Faction possesses Dream Twister     Ax1.5     Y    
    Neural Amplifier Faction possesses Neural Amp     Dx1.5     Y    
    Special Abilities
    Airdrop Has airdropped this turn     Ax0.5 Y Y   * Probes can't move after drop; psi units can't drop
    Comm Jammer Land unit, Chassis move >1 Has ECM   Dx1.5 Y        
    Ground Strike Air with SAM Not Air Unit   Ax0.5 Y        
    Air-to-Air Air with SAM Any Air (incl. Copter) Not Base/airbase Ax2 Y       Does not apply to Intercept combat
    AAA Tracking Air Land or Sea with AAA   Dx2 Y        
    Nerve Gas Has Nerve Gas special     Ax1.5 Y       Optional, Atrocity, Win vs base halves pop
    Empath Song Has Empath special     Ax1.5     Y    
    Hypnotic Trance   Has Trance special   Dx1.5     Y    
    Other
    Morale       x0.75 + 0.125*level Y Y Y Y  
    Hit Points (Reactor)         Y Y   Y  
    Collateral Damage Land, wins combat Land, loses combat Not Base or Bunker Damage all in defend stack Y   Y   If defender was native, all native in stack destroyed
    BUG: Game erroneously considers Reactor type when displaying odds for Psi Combat

  • #2
    Wow

    I'm printing it as I type. Thanks so much for the hard work. This will be very helpful to me.
    Your ad here!

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    • #3
      Re: The Ultimate Combat Matrix

      Bumping for Yxklyx.

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      • #4
        Thankyou T-Hawk.
        Useful to read as it filled a couple of gaps in my knowledge.
        "I'm so happy I could go and drive a car crash!"
        "What do you mean do I rape strippers too? Is that an insult?"
        - Pekka

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