ft:planets:invasion
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Planetary Invasion Forces
After bombing a base from orbit, you may need to land troops to take control of what's left. Alternatively, you may want to try and take a base intact, in which case infantry and supporting forces are the only option. An invasion force can be made up of six different types of units, each with their own advantages and disadvantages.
Icon | Unit | Cost | MASS | Description |
---|---|---|---|---|
Riflemen | 5 | 3 | Basic infantry units, used for holding ground and entering bases. Good against: Engineers. Bad against: APCs, Tanks, Gunships, Artillery | |
Engineer | 5 | 3 | Specialist infantry equipped with heavy weapons and demolitions. Good against: Tanks, Artillery. Bad against: Riflemen | |
APCs | 5 | 4 | Used to carry infantry into battle, and also equipped with basic AA defences. Good against: Gunships. Bad against: Tanks | |
Tanks | 10 | 2 | Armoured fighting vehicles designed to go up against vehicles and emplacements. Good against: APCs, Artillery. Bad against: Gunships | |
Gunships | 15 | 2 | VTOL or other airborne forces capable of rapid movement and first strike against vehicles, but not so good against infantry which can easily take cover. Good against: APCs, Tanks, Artillery. Bad against: Riflemen, Enginneers | |
Artillery | 15 | 2 | Heavy mobile artillery, capable of hitting targets at long range. Good against: Riflemen, Engineers, APCs. Bad against: Gunships |
All these need to be carried down to the surface. It is assumed that they can all operate in either an atmosphere or vacuum environment, but can't operate in the depths of space.
ft/planets/invasion.1594477417.txt.gz · Last modified: 2020/07/11 14:23 by sam