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| Note: In the process of creating a page for each individaul unit to provide a slightly more indepth run down of each unit. If you would like to work on one of the '''Unit''' pages feel free to click on the hyperlink and get working, images are available for all. The old '''Unit''' section can be found in the [[Old Unit]] page for reference. | | Note: In the process of creating a page for each individaul unit to provide a slightly more indepth run down of each unit. If you would like to work on one of the '''Unit''' pages feel free to click on the hyperlink and get working, images are available for all. The old '''Unit''' section can be found in the [[Old Unit]] page for reference. |
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- | ==Controls==
| + | uUYlUh Really appreciate you sharing this blog post.Really looking forward to read more. Awesome. |
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- | ===Movement===
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- | Probably the most important aspect of Battalion is positioning your troops, or moving them around.
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- | To begin moving a unit on a map, it must first be selected. To do this just click one of your units that haven't been used yet, you can typically find these units easily as available units have a tendency to hop around and look more colorful than units that have already been moved. After selecting a unit, a white shade in overlaid the map showing where the unit can move on that turn. From here simply select a square in this white shade to move a unit there. Once a unit is moved a circle of options pop up ('''Attack''', '''Undo''', '''Wait''', '''Capture''', '''Cloak''', '''Uncloak'''), but only those applicable to the situation and unit will be displayed. These topis will be covered later in this guide.
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- | Now there are a few factors that govern where a unit can move.
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- | 1. It's '''Movement Range'''
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- | 2. The '''Terrain'''
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- | 3. Position of '''Enemy Units'''
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- | A unit's '''Movement Range''' is pretty straightforward. It is the number of '''Movement Units''', which can be thought of as a '''Square of Plains''', that a unit can move into.
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- | Moving through or into a square of '''Terrain''' well cost, or requires, a certain number of '''Movement Units'''. Each different type of '''Terrain''' has a different amount of '''Movement Units''' required to move through them, depending on the type of unit used. For example, an '''Infantry''' unit can move into a forest and only use 1 '''Movement Unit''', but a '''Tank''' uses 2 '''Movement Units''' and an AT Array uses 3! Also certian '''Terrains''' prevent Movement by certian units, the most recognizible example is that a '''Mountain''' allows ONLY '''Infantry''' units to move on or through them, meaning a '''Tank''' would need to find another route. Careful planning about ones surroundings is crucial to an effective turn of moving.
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- | One's surroundings will typically include multiple '''Enemy''' units. An '''Enemy''' unit will prevent a unit from entering or passing through a '''Square'''. Now remember, your '''Enemy''' is bound by the same rule meaning, just as he/she can block your units, you can block his/her units.
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- | ===Attacking===
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- | Now while moving units are critical, if they don't fight each other its kind of pointless.
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- | Now when it comes to Attacking, they are a few tiny variables at play:
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- | 1. The '''Weapon''' of the Attacking unit
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- | 2. The '''Armour''' of the Defending unit
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- | 3. The units themselves
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- | While there are many different units in the world of Battalion, most share '''Weapons'''. Different '''Weapons''' are more or less effective than other Weapons on different types of '''Armour'''. '''Machineguns''' and '''Gauss''' are effective against '''Unarmoured''', '''Air''', and '''Sub''' units, but less effective against '''Armoured''' and '''Naval''' units. '''Cannons''' and '''Rockets''' are effective against '''Armoured''' and '''Naval''', less effective against '''Unarmoured''', and CAN NOT Attack '''Air''' or '''Sub''' units. And lastly the specialty weapons:'''Missiles''' are highly effective against '''Air''', '''Torpedoes''' are highly effective against '''Naval''' units, and '''Bombs''' can only attack '''Ground''' and '''Naval''' units.
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- | The types of '''Armour''' have different effects on the way a unit Defends against an Attack. All '''Infantry''' are considered to be '''Unarmoured''', having defiencies against '''Gauss''', '''Machineguns''', and '''Flame''', while are not so affected by '''Cannons''' and '''Rockets'''. There are various classes of '''Armour''' in the '''Armoured''' classification ('''Truck, '''Light Tank''', '''Heavy Tank''', '''Annihilator''') but all behave similiar, except for their relative effectiveness. They are not so effective against '''Cannon''' and '''Rockets''', and '''Machineguns''' and '''Gauss''' are less effective. '''Naval Armour''' can with stand most '''Gauss''', '''Machinegun''', and '''Flame''' attacks, '''Cannons''' and '''Rockets''' can peirce these mighty hulls. '''Air Armour''' is broken up into '''High''' and '''Low'''. All '''Air''' units can not be touched by '''Cannon''', '''Rockets''', and '''Flame''', only the '''High''' armour avoids the '''Machineguns'''. But both classes have staggering defiencies against '''Gauss''' and '''Missiles'''.
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- | And lastly, the units themselves have an additional modifier for their respective '''Weapons''' and '''Armour'''. Most are used to increase or decrease the effectiveness of thier respective '''Weapons''' and '''Armour'''. As a rule of thumb the more expensive the unit, the more effective their '''Weapons''' and '''Armour'''.
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- | ===Capturing, Building, and Understanding Income===
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- | Besides the standard '''Terrain''' ('''Mountains''', '''Forests''', etc.), there are '''Buildings''' ('''Cities''', '''Capitols''', '''Factories''', '''Ports''', '''Airports''') which provide bonuses outside of '''Terrain Defence'''.
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- | All '''Buildings''' can be '''Owned''' by a player. At the start of a game, the '''Map Maker''' decides to "give" select '''Buildings''' to '''Players''' or he/she makes them '''Neutral''' and must be fought over by the '''Players'''. All '''Buildings''' owned by a '''Player''' give that '''Player''' a certain amount of '''Income''' and also serve as '''Repair Facilties'''.
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- | For '''Neutral''' or '''Enemy Buildings''', a '''Player''' can perform a '''Capture''' which, if successful, will switch a '''Building''' to the '''Player's''' color and '''Ownership'''. If the building was '''Owned''' by the '''Opponent''', he/she will lose '''Income''', '''Repair Facilities''', and the ability to '''Build''' new units.
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- | '''Factories''', '''Ports''', and '''Airports''' all have the ability to '''Build''' new units but can only build one type of unit. '''Factories''' can '''Build''' only '''Ground''' units, '''Ports''' can '''Build''' only '''Naval''' units, and '''Airports''' can '''Build''' only '''Air'''.
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- | At the begining of every '''Turn''', a '''Player''' recieves '''Income''' from all the '''Buildings''' he/she '''Owns'''. The most '''Income''' is generated by '''Capitals''', but the main source of '''Income''' are the '''Cities''' that can be fought over. All '''Production Facilities''' generate a marginal amount of '''Income''' but, of course, have more important functions.
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- | ===Using Terrain to your advantage===
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| ==Units== | | ==Units== |
Revision as of 13:48, 8 March 2012
Note: In the process of creating a page for each individaul unit to provide a slightly more indepth run down of each unit. If you would like to work on one of the Unit pages feel free to click on the hyperlink and get working, images are available for all. The old Unit section can be found in the Old Unit page for reference.
uUYlUh Really appreciate you sharing this blog post.Really looking forward to read more. Awesome.
Units
Infantry
While the world of Battalion only has two types of Infantry units, their usage in a game can affect the overal result of a map. They have two bonus above that of normal units:
1) Infantry can cross mountians, albeit at a slower rate than over normal terrain.
2) Infantry units can be loaded into Transports, ASW's, and Heavy Scorpions
AT Commando
Naplam Commando
Tanks
Their are six different tank units in Battalion. While this may sound intimidating, each tank has a specific use that distinguishes it from all of the others.
Scorpion
STAT
Heavy Scorpion
Annhilator
Hovertank
Shadow
Artillery
The four Ground Artillery units (the only Naval Indirect Unit, the Frigate, will be covered in the Naval Section) have a unique method of Attack, by indirectly engaging the enemy, without the fear of a Counter-Attack. While the uses of these units are boundless, there are a few conditions that must be met:
1. A unit must be within the range of the Indirect unit, meaning an enemy
must be close enough to be Attacked
2. The Artillery unit's weapon must be able to Attack that class of
unit, meaning that an Indirect Unit with a Cannon weapon, it
CANNOT Attack an Air unit.
3. An Artillery unit cannot Move AND Attack. NOTE:
To Attack with an Indirect Unit, you must select it and then
click it again and select Attack, which will only be available
if there are units in range.
Mortar Tank
AT Array
AA Array
Longbow Artillery
Transport
Transport
Naval
The seas of the Battalion world are frot with danger and powerful units. All Naval units must be built from a Port and can only move on Sea tiles ('Sea, Reefs, Shores, and Ports).
Carrier
U-Boat
Destroyer
Frigate
Air
The Air units in Battalion are further broken down by Low and High qualifications. The Low units are the helicopters (ASW's amd Gunships) and can be Attacked with Gattlings meaning that Infantry and Tanks can Attack the Low units. The High units are the airplanes (Interceptors and Nova Bombers) and can only be reached with Vulcan and Missile weapons.
ASW
Gunship
Interceptor
Nova Bomber
Terrain and Buildings
Terrain
These tiles exist and create the world for Battalion, each having its own Movement Cost and Terrain Defence.
Plains
Road
Forest
Mountain
Wasteland
Desert
Bridge
Sea
Reef
Buildings
These tiles all have the same Movement Cost and all but one have a Terrain Defence of 3, also they can be Captured by Infantry.
Capitol
City
Factory
Airport
Port