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Forum >>> General Discussion >>> Artillery and Cruise Missiles
TGB

They exerted themselves and like dragons did they fight.
Num Posts: 330
Artillery and Cruise Missiles
Artillery: Cost 5
Attack 2x3 Upgradeable to 2x6

Missile Luancher Cost 7
Attack 2x5 Upgradeable to 2x8

Scud Luancher Cost 8
Attack 3x4 Upgradeable to 3x7

Nuke Cannon Cost 10
Attack 4x4 Upgradeable to 4x7

Ji Had Bomber Cost 5
Attack 2-3 guaranteed

Special Ops Cost 3
Attack 4 bosted to 5 by General

Predator Drone Cost 10
Attack 3x2 range and targetting is upgradeble by tech, probably 3x3 with Heavy Bombers



Artillery Class units (I know the last few aren't Artillery Class but they function similar functions) are often amassed to act as a fortress defense, requiring the attacker to a heavy barrage before attacking the main defensive force. When a player gets first attack advantage these heavy hitting pieces are usually placed adjascent to enemy defenses become powerful offesinve weapons. But, even in this case they fall behind the line and can't advance with the regular army.

All the pieces above will return to their starting point. None can be used from navies. In essence, they all REQUIRE the target to stand still to get shot. "Just hold that position and don't forget to smile when the flash goes off" :-)

The Predator Drone is the only exceptional piece here in that it can actually fly out and "hunt" for a target. The only artillery type unit that can cross waters, being only susceptable to AD Guns. It is also the only one that does not require a spotter to be used, which helps keep it's opperational costs down, but it is also the only one that can be killed during offensice manuevers - besides the Jihads.

The Jihads die when used and still require a spotter. Their trade off is that they are guaranteed 2-3 hits. They are obviously a 1 time use unit. Usually though, especially properly applied offensivevly, these units tend to be 1-time-use. So, in my opinion, if you're not planning on reading the country back and forth, and especially if you don't have advanced Racketry, then go with the Jihad everytime (ove the Scud Luancher)

The Special Ops too, are not upgradeable with techs and only get a single shot. So I don't recommend a high number of these if you're going to engage in yo-yo wars.


The first 4 are true artillery class units. They all behave in the exact same manner, requiring a spotter and remaining in the base while the army advances. The advanced artillery trade # of dice and/or hit values for additional Cost. So, upfront they really don't make great deal of diference (I don't like walking upto a fortress of any type of artillery). Again the greatest benifit is experienced in the yo-yo wars with the cost of spotters to feed the artillery. The advanced artillery pieces have a lower operational cost.

Except for Stingers and certain General Units only tech improved fighters will target the Predator Drones when attacking. The Special Ops will never be targetted, expept by hit-infantry-only pieces that will likely be killed prior to getting through the regular infantry. Jihads too can't be targetted. However the true artillery all become susceptable to BGM Tomahwk Missiles, as well as Kamakazi Planes, RPG Soldiers and Rocket Buggies, Strikers and Custom General pieces. The board game allows them to fire into Sea Zones but this has yet to be implinted online (I'm guessing it's hard to send infantry to spot a naval attack)






Tuesday 7/27/2010
TGB

They exerted themselves and like dragons did they fight.
Num Posts: 330
Re: Artillery and Cruise Missiles
Cruise Missiles come in a few varieties as well

Submarine Cost 8
Cruise 3

Super Battle Cruise (SBC) Cost 45
Cruise 5x3

Battle Cruiser Cost 15
Cruise 4

Cruiser Cost 10
Cruise 3

Hvy Missile Cruiser (being disbanded?) Cost 25
Cruise 4x5

Sea Shadow (being disbanded?) Cost 40
Cruise 5x5

For this descussion we will obvisouly assume tech advance to Cruise Missiles. BGM Tomahawk upgrade will double all Cruise dice. We will also assume a fully armed SBC.

Cruise missiles work similar to artillery fire in that the shooting piece is in no danger of retrun fire from the targets. These units have a higher cost per die value and usually get fewer dice.
So, their disadvantage is a higher start up cost and fewer dice per piece.
However they have some very strong advantages too. They can hunt dwon targets, in that they can move then fire. They require no spotters, so their shots are totally free. These make them very good buys as the game draws on; not so much in short games.

The Custom General pieces were obviously designed to home in on these advantages.

Cruise Missile enable ships can destroy - ven dessimate defenses and artillery, without being threatend. While artillery, unless in select regions, cannot avoid Cruise Missiles and have to wait like Venus Fly Traps to score thier big hits.

Granted, navies can be challenged by other navies and by airforce, both of which get very expensive as all of those attacking units come under fire from the defenders. Considering that most of these navies will have carriers loaded with fighters defending at 5, and lots of subs that will sink a would-be opposing fleet without them being able to fire a shot, once a large naval force has created dominance it is virtually impsossible (but not impossible) to establish fair ground in that sector.
Tuesday 7/27/2010 09:40:58 PM
TGB

They exerted themselves and like dragons did they fight.
Num Posts: 330
Re: Artillery and Cruise Missiles
Some additional thoughts.

Why do submarine Cruise Missiles hit at a 3? They have an attack value of 2. With Homing Torpedos it gets upgraded to 3, but torpedos aren't what's getting luanched. Just a thought.

Also, I can't say enough how much I dislike Cruise Missiles not being allowed to hit targets. A much better balancing feature would be for BGM Tomahwk Missile to only target vehicles rather than also doubling the amount of missiles. With the advantages of mobilty, true dominance and free (no ongoing costs) shots they really don't need to cut their price in half (by doubling their missiles).
Tuesday 7/27/2010 09:54:50 PM

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