Ground Defense

BASEMIL.gif

The Base Military screen displays all structures and units that are important to defending the base from enemy attacks. The structures Base Shields and Ion Cannons are too large to get involved in Ground combat and are just used to defend attacks from space. Fighters can be used in ground combat as well as Space combat. Anti-Aircraft Guns are your main defence against fighters attacking from Space or escorting ground assult units. All other units are only used in ground combat and cannot defend against attacks from space.

You can set the base attack mode to one of 5 attack levels:

Peaceful: The base will not attack enemy bases on the same planet.

Roaming Defense: Sends out 25% of the troops in the base to attack any enemy troops that may be massing for an attack on the base.

Deep Ground Patrols: Sends out 50% of the troops and 50% of the fighter craft and 50% of the ground attack craft to attack any enemies massing for an attack on the base.

Attack and Run: Sends out 90% of the troops and all the fighter craft and all the ground attack craft to do a strike on the enemy base and return to the home base, without trying to capture the enemy base.

Kill Kill Kill: Sends 95% of the troops, 95% of the crew and 80% of the high guard rangers, 100% of the fighter craft and 100% of the ground attack craft in a massive fight with the enemy in an attempt to take over the enemy base.

Attacking takes place in a random order. Using the Kill Kill Kill option can be very dangerous because it leaves your own base completely open to attack. A much weaker enemy base may get lucky and using a Kill Kill Kill attack capture your base while you are on the way to attack their base.

 

Rules for Roaming Defense Attack:
Roaming defense happens first, if the enemy is using one of the more agressive attacks you will get to attack them first with your roaming defense troops before they can attack your base, which will have most of its defenders waiting for the attack.

The following is the order of events.
A. Troops attack troops
B. Troops counter attacks troops
A. Troops attack crew
B. Crew counter attacks troops
A. Troops attack ground assault craft
B. Ground assualt craft counter attack on troops
A. Troops attack fighter craft
B. Fighter craft counter attack on troops

 

Rules for Deep Ground Patrols:
Deep ground patrols happens after Roaming defense and before 'Attack and Run' or 'Kill Kill Kill'. If an enemy is using one of the more agressive attacks you will get to attack them first with your deep ground patrol before the enemy can attack your base.

The following is the order of events.
A. Fighters attack fighters
B. Fighters counter attack fighters
A. Fighters attack ground assault units
B. Ground assault units counter attack fighters
A. Fighters attack troops
B. Troops counter attack fighters
A. Fighters attack crew
A. Fighters attack colonists
A. Ground assault units attack fighters
A. Ground assault units attack ground assault units
B. Ground assault units counter attack ground assault units
A. Ground assault units attack troops
B. Troops counter attack ground assault units
A. Ground assault units attack crew
B. Crew counter attacks ground assault units
A. Ground assault units attack colonists
A. Troops attack ground assault units
B. Ground assault units counter attack troops
A. Troops attack fighters
B. Fighters counter attack troops
A. Troops attack troops
B. Troops counter attack troops
A. Troops attack Crew
B. Crew counter attacks troops

 

Rules for Attack and Run:
Attack and Run happens after 'Roaming Defense' and 'Deep Ground Patrols' are finished but before 'Kill Kill Kill'. If an enemy is coming at you with a 'Kill Kill Kill' attack you can hit them hard first with an 'Attack and Run' attack and do damage first with no danger of being attacked while all your troops are off base. It is possible that your 'Attack and Run' attack can break up or block an enemy 'Kill Kill Kill' attack before they can get to your base. If the enemy is fielding a force that has twice as many troops as you or twice as many high guard as you then your 'Attack and Run' attack will not take place.

The following is the order of events.
B. Base AAA guns fire at attacking fighters
A. Fighters fire at base AAA guns
A. Fighters fire at base fighters
B. Base fighters counter attack attacking fighters
B. Base assault craft fire at attacking fighters
A. Fighters fire at base base assault craft
B. Base fighters fire at attacking assault craft
A. Assault craft fire at base lasers
B. Base lasers fire at attacking assault craft
A. Assault craft fire at base assault craft
B. Base assault craft fire at assault craft
A. Assault craft fire at base troops
A. Assault craft fire at base crew
A. Assault craft fire at base colonists
B. Base troops fire at assault craft
B. Base crew fires at assault craft
B. Base assault craft fire at troops
B. Base assault craft fire at crew
B. Base lasers fire at troops (Each one kills 1000 troops)
A. Troops fire at base lasers
B. Base lasers fire at crew (Each one kills 1200 crew)
A. Crew fires at base lasers
A. Troops fires at base AAA guns
A. Crew fires at base AAA guns
A. Fighters fire at base troops
A. Fighters fire at base crew
A. Fighters fire at base colonists
B. Base troops fire at fighters
B. Base crew fire at fighters
B. Base troops fire at troops
A. Troops fire at base troops
A. Troops fire at colonists
A. Troops fire at base crew
B. Base crew fire at troops
B. Base troops fire at crew
A. Crew fires at base troops
B. Base crew fires at crew
A. Crew fires at base crew
A. Crew fires at base colonists

 

Rules for Kill Kill Kill:
Kill Kill Kill happens after all other attacks. After the attack the forces rush into the enemy base and try to force the enemy to surrender. Also, a Kill Kill Kill base will rush home to defend their base in the event where the enemy is trying to capture it.

The following is the order of events.
B. Base AAA guns fire at attacking fighters
A. Fighters fire at base AAA guns
A. Fighters fire at base fighters
B. Base fighters counter attack attacking fighters
B. Base assault craft fire at attacking fighters
A. Fighters fire at base base assault craft
B. Base fighters fire at attacking assault craft
A. Assault craft fire at base lasers
B. Base lasers fire at attacking assault craft
A. Assault craft fire at base assault craft
B. Base assault craft fire at assault craft
A. Assault craft fire at base troops
A. Assault craft fire at base crew
A. Assault craft fire at base colonists
B. Base troops fire at assault craft
B. Base crew fires at assault craft
B. Base assault craft fire at troops
B. Base assault craft fire at crew
B. Base lasers fire at troops (Each one kills 1000 troops)
A. Troops fire at base lasers
B. Base lasers fire at crew (Each one kills 1200 crew)
A. Crew fires at base lasers
A. Troops fires at base AAA guns
A. Crew fires at base AAA guns
A. Fighters fire at base troops
A. Fighters fire at base crew
A. Fighters fire at base colonists
B. Base troops fire at fighters
B. Base crew fire at fighters
B. Base troops fire at troops
A. Troops fire at base troops
A. Troops fire at colonists
A. Troops fire at base crew
B. Base crew fire at troops
B. Base troops fire at crew
A. Crew fires at base troops
B. Base crew fires at crew
A. Crew fires at base crew
A. Crew fires at base colonists

If the attacking force has over 3 times the attacking power of the defender the base will surrender to the attacker. The attacking power is measured by adding up all the units on both sides.

Attacking power values:

Colonists: 1/10000 their combat power
Crew: 1/100 their combat power
Troops: 1/1 their combat power
High Guard: 1/1 their combat power
Assault craft: 100 points each

Special Race Advantages
You should be aware that some races have some special ground units that have unquie ground combat advantages\disadvantages or have unquie ground combat features which you should be aware of. Some of these are mentioned here but not all and you should refer to the race guide of your enemy to find out more.

The Enforcers can force a surrender if they have more attacking power than their enemy.

When the Cyborg are involved in a ground combat event they automatically convert 20% of their colonists into combat troops just before a ground combat event. These troops do not get converted back into colonists.

Host 181

Nov 14, 2003