Commander-in-Chief Strategia in Ultima, Neo-Athenian Armed Forces
"Ridiculously Powerful Units and Weapons General"
Units are generally extremely powerful but possess at least one major weakness. Units and buildings are generally very expensive and valuable.
Infantry:
Assault - armed with an XM8 OICW. Cost $300
Heavy Assault - armed with an XM29 OICW, more powerful than regular Assault, can fire grenades. Cost $450
Grenadier - armed with an XGL01 grenade launcher (i.e. riot gun) capable of firing either HE, frag or flashbang grenades. Cost $500
Anti-Tank - armed with a shoulder-mounted anti-tank plasma cannon. Very powerful vs. tanks and infantry alike, but has limited AoE so use against large groups of infantry not advised. Cost $700
Sniper - armed with an SR3 railgun sniper rifle, powerful vs. all targets, shot travels in a straight line through everything it hits (like the TS railguns, Townes' railgun (IIRC), HOMM5's Mages, etc.), slow reload, not stealthed. Cost $750
All of the above can be encased in powered armour, which gives them excellent protection from enemy fire and crushing but which makes them a lot more expensive and a lot slower, and they cannot garrison buildings.
Heavy Weapons Team - deploys either a gattling machine gun, heavy railgun, plasma cannon, rocket launcher or mortar. Takes time to deploy, mostly defensive in nature. Long range, but extremely vulnerable to artillery and snipers due to zero mobility when deployed and low speed while moving. When not deployed, two of the four members (the other ones carry the weapon) are armed with a P90 PDW. Cost $1000
Light Infantry - armed with a P90 PDW, trained in irregular warfare, high mobility, reasonably powerful weapon, short range. Good backup troops for guarding your base or when there are no Assault or Heavy Assault Infantry. Cost $200
Special Forces - armed with a P90 PDW and C4 charges, stealthed, can scale cliffs and swim. Vulnerable to small arms fire. Can be inadvertently crushed. Cost $1500
Tanks:
APC: Fast moving troop carrier, no fireports, unarmed, decent armour. Vulnerable to aerial attackers. Cost $800
EW Vehicle: Mobile electronic warfare suite, detects stealth, has a limited comms jammer range (like the Tech Radio Station) and an ECM field. NOT stealthed. Cost $800
Panzerjäger: German WWII Jagdpanther tank destroyer armed with modern APFSDS rounds with an armour-piercing tip in front of a shaped charge, that detonates after the tip has penetrated the armour of the target. Can destroy most light tanks with one shot, brings Paladins into the deep red, can destroy an Overlord with two shots and an Emperor + Reactive Armour with three. Slow to reload, limited maneuverability, forward-mounted gun and extremely weak vs. infantry (requires three shells to kill a soldier, slower than a Scorpion without rocket). Cost $1200
MG Carrier: Light, fast-moving tank, somewhat slower than a Humvee and has decent armour. Has two mounted heavy machine guns, one on each side of the vehicle, to attack infantry. Cost $500
Missile Tank: Slow, heavily armoured tank with a 6-barrelled rotary missile launcher. Can fire at ground targets and aircraft alike. Fires bursts of 6 missiles. Powerful vs. tanks and helicopters. Reloads quite rapidly. Missiles are guided vs. tanks and aircraft but not vs. infantry. Main weaknesses are low speed and limited usefulness against infantry. Cost $1000
Cruise Missile Gantry: Very large and expensive vehicle with a cruise missile launcher. Reload time: 2 minutes. Range: 1.5x Hammer Cannon. Guided. Cost $3000
P-1000 Ratte II: Modernised version of the German P-1000 Ridiculous Battle Tank.
http://www.panzerbae...7_p1000-005.jpg
http://surbrook.deve...hines/ratte.jpg
Strenghts: Extremely thick armour, ridiculously powerful battleship turret, powerful secondary FlaK-38 turrets, will just kill anything ground-based. Can crush Emperors
Weaknesses: Extreme cost, extreme build time, extremely low speed, weak against air attacks. Cost $7500
P-1500 Monster II: Schwerer Gustav/Dora on tank tracks. 'Nuff said. All the weaknesses of the P-1000, plus slow reload time, high minimum range and high inaccuracy. Cost $10000
Mechs:
Light Combat Mech: Armed with four heavy machine guns mounted in the body of the mech. Fastest mech. Powerful vs. infantry. Cost $1500
Medium Combat Mech: Armed with a large-calibre gattling cannon on one arm, a heavy grenade launcher on the other (and no, I had this idea long before the Exo Suit) and two heavy machine guns mounted in the body. Powerful vs. infantry and light vehicles. Cost $2000
Heavy Combat Mech: Armed with a large-calibre gattling cannon, a 6-barrelled rotary missile launcher firing single shots and two heavy machine guns. Powerful vs. infantry and light vehicles. Can be a threat to tanks in numbers. Cost $2500
Light Assault Mech: Armed with two even larger-calibre gattling cannons firing APFSDS rounds similar to the Panzerjäger's ones, but not as powerful. Powerful vs. vehicles. Cost $4000
Medium Assault Mech: Armed with a large-calibre railgun and a 6-barrelled rotary missile launcher. Powerful vs. vehicles and buildings. Cost $5000
Heavy Assault Mech: Armed with a large-calibre railgun, a plasma cannon and a vertical-launch "Starburst" tactical cruise missile launcher (roughly low artillery-range). Very powerful vs. vehicles and buildings, plasma cannon can be used against small amounts of infantry. Cost $6000
Stalker Mech: Armed with two long-range .70cal sniper cannons mounted in the body of the mech and an advanced sensors/ECM suite. Long LOS, limited radar jammer range and ECM field. Cost $3000
FireRain Mech: Armed with a crapload of unguided rocket tubes capable of laying down a withering hail of fire. (e.g. Berzerker MLRS-like) Good range, long reload time. Missiles are powerful against anything, but due to its long reload time it is best used as support. Cost $6000
Annihilator Mech: Armed with a 6-barrelled gattling railgun, a heavy plasma cannon and two second-generation Starburst launchers, slightly longer range than Inferno Cannons, guided, reload time 45secs per missile. Cost $8000
All mechs are weak against air attacks and very weak against explosives (e.g. demo charges and the like) due to their legs. Railguns can target helicopters.
Airforce:
Fighter: Armed with twelve air-to-air missiles. Cost $600
Fighter-Bomber: Armed with two low-calibre gattling cannons and twelve multirole guided missiles. Cost $800
Ground Attack Aircraft: Armed with four low-calibre gattling cannons and twelve heavy antiground missiles. Cost $1000
Tank Destroyer: Armed with two plasma cannons. Cost $1200
Divebomber: Armed with one optically-guided self-steering precision bomb with high impact power. Limited tracking capability (e.g. it will hit most tanks but Technicals will be able to evade it). Cost $1500
All the above aircraft are VTOL units with a visual similarity to TD's Orca. The Fighter is basically a straight-up Orca rip
, while the others diverge more.
Terminator Bomber: The only non-VTOL aircraft in my arsenal, massive bomber aircraft (think hull twice as wide as B52, similar length, larger overall wing area but shorter wings, multiple separate pairs of wings, etc. I've got a 3D model of it stashed away somewhere,
here,
here,
here and
here, warning large images) capable of dropping a massive carpet of bombs beneath which nothing lives. Each individual bomb is weak, but it carries so many of them that it has roughly the same AoE and much more attack than China's nuke
However, it is slow, poorly maneuverable, poorly armoured and extremely expensive. Cost $4000
Navy:
Gunboat: Very light warship, small boat armed with a quad-barrelled .50cal AA gun that can be used to target infantry, light vehicles and light ships as well. Can (on a per-boat basis) be upgraded to a railgun, which improves its anti-ship and anti-tank power tremendously but which costs it its rapid fire and anti-air capability. Cost $800
PT Boat: Very light warship, armed with one torpedo launcher. Can (on a per-boat basis) be upgraded to a keelburster torpedo launcher, which increases its reload time dramatically and is weak against submarines but dramatically improves its power against larger surface warships. Cost $1200
Frigate: Light warship, armed with a deck-mounted cannon and four anti-ship VLS cells. Long LOS. Cost $2000
Destroyer: Light warship, armed with two deck-mounted cannons, four anti-ship VLS cells, a Phalanx CIWS for use against missiles and aircraft and two torpedo tubes. Long LOS, though less than the Frigate, but has better sensors and can thus detect stealth. Only surface ship (in my arsenal) capable of detecting submarines. Cost $2500
Light Cruiser: Medium warship, armed with two double-barrelled gun turrets, eight VLS cells and two Phalanx systems. Cost $3000
Cruiser: Medium warship, armed with three double-barrelled gun turrets and twelve VLS cells. Cost $4000
GW Cruiser: Guided weapons warship, armed with a deck-mounted cannon and fifteen heavy VLS cells firing cruise missiles. Must be manually targetted. Cost $6000
Battle Cruiser: Heavy warship, armed with four double-barrelled gun turrets and twelve VLS cells. Cost $5000
Dreadnought: Heavy warship, armed with four triple-barrelled gun turrets and eight VLS cells. Cost $6000
Battleship: Superheavy warship, armed with five triple-barrelled gun turrets and four VLS cells. Cost $8000
Monitor: Superheavy warship, armed with six triple-barrelled gun turrets. Cost $10000
Mini Sub: Submarine. Long LOS. Armed with anti-ship explosive charges, though it will be exposed when using them. Very weak armour. Can detect other submarines. Cost $1500
Akula Attack Sub: Submarine. Armed with six torpedo tubes. Can (on a per-sub basis) be upgraded to keelburster torpedoes. Will reduce amount of tubes to two, increase reload times dramatically and tremendously reduce its anti-submarine power but will make it capable of destroying all surface ships with one volley of two torps. Cost $4000
Typhoon Missile Sub: Armed with two torpedo tubes and fifteen heavy VLS cells firing conventional ballistic missiles which must be manually targetted. Can, on a per-sub basis, be upgraded to fire clean fusion warheads; removes torpedo tubes and reduces VLS cells to four, but improves attack power tremendously (roughly 70% of China's nuke). Cost $10000
No heroes; über-units (P-1000, P-1500, Cruise Missile Gantry, Special Forces, Stalker/FireRain/Annihilator Mechs, Terminator Bombers, Typhoon Subs, DN/BB/MN ships) can be considered heroes of a sort.
Gen Powers:
1 star: Panzerjäger unlock, Cruise Missile Gantry unlock, Special Forces unlock
3 star: WWII Special Weapons (P-1000, P-1500) unlock, Advanced Mechs (Stalker/FireRain) unlock, Superheavy Warships unlock, Infantry Drop (one level per type, one for each type of infantry. Drops 10 Assault/8 Hvy Assault/6 Grenadiers/4 AT/2 Snipers/2 HW Teams/15 Light Infantry, 3 minute recharge), Fusion Bomb (drops one clean fusion bomb anywhere on the battlefield, roughly as powerful as Tao's single nuke drop, 4 minute recharge)
5 star: Annihilator Mech unlock, Typhoon Sub unlock, AM Bomb (drops an experimental antimatter explosive anywhere on the battlefield, same AoE as China's nuke but thrice the power, leaves AM residue that dissipates in 30 seconds but which depletes the health of everything that steps on it tremendously fast, 10 minute recharge)
Superweapon:
Orbital Plasma Cannon Control: Control centre for the Project "Jericho" Orbital Plasma Cannon Satellite, fires a ball of searing hot plasma that incinerates everything it touches when it reaches the surface of the planet. When fired, it will take the same amount of time to reach the planet as Alexander's Rods from God and will cause massive damage to everything in a very wide radius (roughly half as powerful as China's nuke, but with four times the AoE diameter). 8 minute recharge. Costs $7500
Buildings:
Field Command: Command Centre, builds Construction Vehicles (Light ConVec, Heavy ConVec and Advanced ConVec) and commands special weapons. Costs the same as all other Comm Centres.
Power Plant: Fusion generator, produces 10 units of power. Can be upgraded to an antimatter reactor, which provides 25 units of power but which causes an extremely violent antimatter explosion when destroyed. Cost $1500, upgrade $1000
Resource Processing Centre: Builds resource gatherers (Resource Truck (advantage: capacity), Resource Tank (adv: armour), Resource VTOL (adv: speed)) and researches resource-related upgrades (e.g. improved income, cost reductions). Cost $2000
Barracks: Trains soldiers. Cost $500
Armoury: required for the Heavy Weapons Teams and powered armour. Researches weapon- and armour-related upgrades for infantry. Cost $2000
Neural Upgrade Facility: All infantry will exit the barracks with one chevron. Researches skill-related upgrades for infantry (e.g. range, accuracy, stamina, etc.). Requires Research Centre. Cost $3000
Vehicle Factory: Produces ground-based vehicles. Cost $2000
Smelter: Researches weapon- and armour-related upgrades for vehicles. Required to build the Panzerjäger. Cost $2000
Nanofactory: Researches advanced upgrades for vehicles (self-repair, etc.) Requires Research Centre. Cost $3000
VTOL Airfield: Builds and houses VTOL aircraft. Cost $1500
Naval Yard: Builds ships. Cost $2500
Research Centre: Required to build advanced units. Researches general and advanced upgrades. Houses AM Bomb when purchased. Cost $3000
Bomber Airstrip: Houses one Terminator bomber. Bomber must be built separately from the airstrip. Cost $2000
Naval Nanoyard: The only naval yard capable of building the heavy and superheavy warships within a reasonable amount of time. Builds heavy and superheavy warships and researches advanced (nanotech-related) upgrades for ships. Cost $5000
Mechanised Walker Construction Facility: Produces Mechs and researches Mech upgrades. Cost $4000
Waste Reclamation Facility: Provides secondary income. Provides $5 every 5 seconds. Cost $3000
Defences:
Foxhole: Provides cover for infantry. Houses two infantrymen (no HW teams). Cost $400
Emplacement: Provides cover for a heavy weapons team that comes with the Emplacement. Works the same as a mobile HW Team, with the exception that the Emplacement cannot change weapons once one is bought. Cost $800
Plasma Turret: Pop-up plasma cannon for general defensive use. Cost $1000
Heavy Turret: Pop-up large-calibre gattling cannon firing APFSDS rounds similar to the Light Assault Mech's. Cost $1500
Railgun Turret: Large-calibre railgun for general defensive use. Requires Research Centre. Cost $2000
Big Bertha: Offensive artillery emplacement. Has immense range, low reload time, low accuracy. Requires Research Centre. Cost $5000
Buildings built by:
Light ConVec ($800): Power Plant, Resource Processing Centre, Barracks, Armoury, Foxhole, Emplacement
Heavy ConVec ($1500): Field Command, Vehicle Factory, Smelter, VTOL Airfield, Naval Yard, Plasma Turret, Heavy Turret
Advanced ConVec ($2500): Neural Upgrade Facility, Nanofactory, Research Centre, Bomber Airstrip, Naval Nanoyard, Mechanised Walker Construction Facility, Orbital Plasma Cannon Control Centre, Railgun Turret, Big Bertha
Resource Units:
Resource Truck ($1000): Carries $700 worth of resources. Roughly same speed as Crusader, same armour as Humvee.
Resource Tank ($1500): Carries $500 worth of resources. Roughly three-quarters speed of Crusader, same armour as Battlemaster. Use to collect resources in contested areas.
Resource VTOL ($2000): Carries $250 worth of resources. Roughly same speed as Comanche, same armour as MiG Bomber. Use to collect resources from distant locations.
Upgrades:
Resource Processing Centre:
Enlarged Resource Bay ($2000) - improves resource carrying capacity of all units. (Truck $800, Tank $600, VTOL $350)
Efficient Construction Methods ($1500) - reduces vehicle costs by 10%. Stacks with Oil Refinery.
Armoury:
Micro APFSDS Rounds ($2500) - improves Assault/Heavy Assault/MG Carrier attack against vehicles.
Micro-Fusion Bombs ($3000) - doubles Heavy Assault grenade damage, triples Grenadier HE grenade damage, triples SpecOps C4 damage.
Airburst Grenades ($1000) - doubles Grenadier flashbang attack power, both vs. garrisons as vs. infantry in the open.
Secondary Explosives ($1500) - improves Grenadier frag grenade attack power by 50%.
Lightweight Body Armour ($1500) - improves non-powered armour infantry armour by 25%.
Denser Alloys ($3000) - improves powered armour infantry armour by 25%.
Neural Upgrade Facility:
Enhanced Reflexes ($1500) - halves non-powered armour and non-HW infantry reload times.
Improved Muscle Density ($2000) - increases non-powered armour and non-HW infantry movement speed by 25%.
Increased Optical Nerve Density ($2000) - improves all infantry LOS by 25% and range by 10%.
Direct Neural Interface ($5000) - can only be researched after the above three upgrades. Conveys Reflex and Muscle bonuses to powered armour infantry and unlocks all following neural upgrades.
Pain Barrier Nullification ($2000) - all infantry continues to fight at maximum efficiency until death.
Gyro-Stabilised Servo Joints ($2500) - improves all infantry range to the range of their LOS with Optical Nerve Density (net gain varies). Sniper range is improved to double LOS.
High-Resolution Optical Implants ($2500) - improves non-powered armour infantry LOS by an additional 25% of the original and powered armour infantry by 50% of original. Increases Sniper range by 25% of current. (The longer the range, the lower accuracy for the Sniper. At max range, accuracy is roughly 20%)
Neural Training Programmes ($3000) - cuts infantry training time down to 25%.
Smelter:
Plasma-Reactive Armour ($2000) - improves all vehicle armour (including Resource Tank) by 25%.
Micro-Fusion Reactors ($2500) - improves all ground vehicle speed (including ground-based resource units) by 20%.
Coil Guns ($2000) - reduces Panzerjäger reload time by 25% and improves range by 10%.
Hyperdense Explosives ($2000) - improves attack power of all missiles by 15%.
Nanofactory:
Repair Nanites ($2500) - APC heals infantry and vehicles in range.
Advanced Repair Nanites ($5000) - requires Repair Nanites. All vehicles self-repair.
Mobile Ammo Nanofactories ($2500) - reduces all vehicle reload times by 25%.
Research Centre:
Groundbreaker Bombs ($1500) - gives the Divebomber bombs and P-1500 shells bunker-buster abilities.
Improved Plasma Stability ($2500) - improves all plasma weapon attack by 25%.
Neutronium Rounds ($3000) - improves all railgun attack by 50%.
Micro AM Warheads ($5000) - gives the Cruise Missile Gantry an antimatter warhead. Doubles attack power and leaves AM residue for 10 seconds, but increases reload time by 50%.
Mobile AM Reactors ($5000) - gives the P-1000 an antimatter reactor. Doubles speed to Emperor Ovvie (without Nuclear Tank) speed, but causes an extremely violent explosion when destroyed.
Advanced Plasma Containment ($2500) - gives the P-1000 and P-1500 plasma shells, improving their attack by 25% and doubles their AoE.
Naval Nanoyard:
Improved Naval Nanofacturing ($2000) - Reduces all ship build times by 25%.
Naval Repair Nanites ($5000) - gives all surface ships except Gunboats and PT Boats self-repair ability.
High-Pressure Repair Nanites ($3000) - requires Naval Repair Nanites. Gives submarines self-repair ability.
Micro-Plasma Torpedoes ($2500) - arms all non-keelburster torpedoes with a warhead containing a few grams of plasma. When the torpedo is detonated, the plasma is released and causes a violent steam explosion. Attack power of torpedo doesn't change, but torpedoes get AoE (roughly the same as a Neutron Shell).
Mechanised Walker Construction Facility:
Improved Gyroscopic Stabilisers ($1500) - improved leg stability increases Mech speed by 15% and maneuverability by 25%.
Starburst Missile Plasma Warheads ($2000) - gives Starburst missiles a plasma warhead, increasing their attack power by 15%.
Heavy Starburst AM Warhead ($5000) - gives the Annihilator Mech's heavy Starburst missiles antimatter warheads, improving their attack power by 50%, tripling AoE and leaving 10-second antimatter residue that will instanty destroy anything that comes into contact with it.
There. That's me. Took me a couple of hours to make, not counting the night's sleep
Goddammit, I wish I could mod
edit: Oh, right challenge map. >_>
Somewhere in Siberia, in a moderately forested hilly area. Long rectangular map with multiple defensive lines to battle through. Several heavily defended chokepoints, several more open areas. Limited room to construct your base, so you will have to drive back my defenses to find more room to expand. My base is in the north, expansive and dotted with defences and guard units. Powerplants located away from the main base, heavily defended but clustered together in groups of four. A concentrated attack or a few superweapon strikes should be able to take out my power. At the very northernmost tip of the map is a massive concrete bunker-like structure, the entrance to a huge underground base. This is indestructible and uncapturable; you will have to destroy my conventional buildings to succeed. After ten minutes, the top of the bunker will slide open once every few minutes and a group of aircraft will emerge and attack whatever belongs to you that is nearest to my base. The aircraft will be a good mix of all of my aircraft except the Terminator, but wouldn't be so damn powerful as to just rip through AA with no trouble. Concentrated anti-air defences will be able to take care of them without much losses.
edit2: Quotes.
"Why hello there, General. I see you have decided to build your base in this inhospitable corner of the world. Now, you will see why Dante chose a frozen wasteland as the final circle of Hell....."
"So, you have built your barracks? Good, good. My snipers will be delighted to hear the news."
"My, ah, associates in your base have informed me that you have built a vehicle factory. Well, you might consider your tanks to be rather impressive, but I can assure you that they will all be crushed beneath the treads of my P-1000 battle tanks."
"My spotters tell me that you have constructed a lot of defensive installations. Trust me, you would be wise not to copy my tactics, not here at least. You see, Little Gustav eats defences for breakfast....."
"An airfield! Good! I hope your planes are ready to meet my Fighter VTOLs head-to-head? And I think we both know whose planes will be able to return afterwards....."
"Congratulations, General. That was a very good move. Now, I will make a better one."
"Dammit! How..... how the hell..... All units, defences have been breached! Move to respond immediately!"
(I win) "I hope this battle was more interesting for you than it was for me, General. Maybe you have learned a thing or two, mm?"
(You win) "A, shall we say, intriguing battle, mm? Well played, General, very well played."
Edited by Strategia, 25 June 2007 - 19:29.