I'm playing SMAC (solo), not SMAX. I'm a Builder, not a Hybrid or Momentum player (to use the terms Vel uses in his SMAX Guide, verson 4.0). I'm playing Lal. My goal is Transcendence. I'm playing a Civilian level to start with. I want to absorb Vel's tactics and strategies until I know them backwards and forwards and then gradually increase the difficulty level of the game, aiming ultimately for Transcend level. This will probably take some months of play.
My questions:
1. Since artillery units use only their attack strength in an artillery duel (SMAC Game Manual p. 101), if they have equal weapons, equal morale, and equal altitude, the attacker should be able to destroy the defender since the defender will not be able to return the final "punch." Is this correct? If so, then it would be wise to always have one more artillery unit in a base than the attacker has attacking the base (i.e., two defending in a base versus one attacking from outside the base). That way the defender will be able to destroy the attacker. Am uncertain whether the number of moves a unit has affects its attack strength (see my question about Power, #5 below).
2. Does changing the morale level via the SE (e.g., switching from Wealth [-2 Morale] to Power [+2 Morale]) automatically change the morale level of all military units ALREADY built?
3. What do the plus signs mean as morale indicators, e.g., Hardened, Hardened +, Hardened ++? Do they indicate a temporary condition? Is Hardened + equal to Veteran and Hardened ++ equal to Commando?
4. Vel recommends in his manual, Vel's SMAX Guide, version 4.0 (p. 240), using choppers. How does the combat between a chopper and military land or sea unit work? The Game Manual says that any unit may attack a chopper. So what then gives the chopper an advantage in a duel with a land or sea unit that doesn't have SAM (or AAA)? Is it the fact that it has greater number of moves, e.g., 8 to a Rover's 2, an Infantry's 1, or a Cruiser's 6? Or is it that a land or sea unit without SAM cannot damage a chopper? Vel recommends not armoring a chopper (to avoid the extra cost of armor) if it is stationed in a base that has artillery or AAA protection.
5. Does the number of moves a unit can make determine the "Power" of the unit? I'm still very unclear about what "Power" is and about the formulas for combat and how combat works in this game. Any help you can give me would be greatly appreciated!
6. Does the term "Missile Launcher" simply mean a weapon strength of 6? I'm a little confused about missiles, because the Game Manual says (p. 101) that missiles are a special kind of air unit, a "one-shot, fire and forget" weapon that always gets destroyed after an attack, even if they win. Are missiles as such completely different from a Missile Launcher weapon ability?
OK. That's it for the moment. Thanks for any advice you can give!
Gordon
My questions:
1. Since artillery units use only their attack strength in an artillery duel (SMAC Game Manual p. 101), if they have equal weapons, equal morale, and equal altitude, the attacker should be able to destroy the defender since the defender will not be able to return the final "punch." Is this correct? If so, then it would be wise to always have one more artillery unit in a base than the attacker has attacking the base (i.e., two defending in a base versus one attacking from outside the base). That way the defender will be able to destroy the attacker. Am uncertain whether the number of moves a unit has affects its attack strength (see my question about Power, #5 below).
2. Does changing the morale level via the SE (e.g., switching from Wealth [-2 Morale] to Power [+2 Morale]) automatically change the morale level of all military units ALREADY built?
3. What do the plus signs mean as morale indicators, e.g., Hardened, Hardened +, Hardened ++? Do they indicate a temporary condition? Is Hardened + equal to Veteran and Hardened ++ equal to Commando?
4. Vel recommends in his manual, Vel's SMAX Guide, version 4.0 (p. 240), using choppers. How does the combat between a chopper and military land or sea unit work? The Game Manual says that any unit may attack a chopper. So what then gives the chopper an advantage in a duel with a land or sea unit that doesn't have SAM (or AAA)? Is it the fact that it has greater number of moves, e.g., 8 to a Rover's 2, an Infantry's 1, or a Cruiser's 6? Or is it that a land or sea unit without SAM cannot damage a chopper? Vel recommends not armoring a chopper (to avoid the extra cost of armor) if it is stationed in a base that has artillery or AAA protection.
5. Does the number of moves a unit can make determine the "Power" of the unit? I'm still very unclear about what "Power" is and about the formulas for combat and how combat works in this game. Any help you can give me would be greatly appreciated!
6. Does the term "Missile Launcher" simply mean a weapon strength of 6? I'm a little confused about missiles, because the Game Manual says (p. 101) that missiles are a special kind of air unit, a "one-shot, fire and forget" weapon that always gets destroyed after an attack, even if they win. Are missiles as such completely different from a Missile Launcher weapon ability?
OK. That's it for the moment. Thanks for any advice you can give!
Gordon
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