Okay, on to combat.
This quest will be mostly combat focussed, with few dice and a tile system. In this quest when combat starts you will be given a map
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| | | | Armoured (20 HP 10 ATK) | | | | | |
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| | | Recon (5HP 5 ATK) | | | | | | |
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| | | | Artillery (10 HP 20 ATK) | | | | | |
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(I may have to start screenshotting excel if this is difficult to understand)
Now this map will most likely have terrain, elevation, objectives, Intel etc but for this one it's blank
In this simulation I have one recon unit and an artillery unit vs an armour unit with the mission objective to destroy all enemy units. Different units will have certain traits which I will list
Spotter: this unit can naturally see two tiles
Concealment: this unit cannot be seen unless it attempts to move while near an enemy or the enemy moves onto the tile with the unit
Stealth detectors: this unit can see enemy units with the trait concealment or the trait stealth
Capture building: this unit can capture strategic buildings in a mission
Dig In: this unit can use a turn to create fortifications that take up to five damage instead of the unit, can be multiplied up to four times and is stackable with terrain bonuses
Artillery: this unit can attack anywhere
Jump Jets: this unit can spend a turn to move up to two squares through impassable terrain
Heavy: this unit cannot be airlifted in combat
Recon units can see up to two squares in any direction including diagonal (unless a hill or the like blocks their view to the second square) and also have concealment (will not be detected unless opposing unit sees unit moving or attempts to move into the tile with the recon unit.) however they have low HP and below average attack, the artillery can only see one square around them like a regular unit and have low HP but have a massive attack score and more importantly have the ability to attack any enemy unit that can be seen on the map
Armoured units don't have any abilities*, they're just really good at brawls.
* the GDI armoured unit at least
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| | | | Armoured (1 HP 0 ATK) | | | | | |
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| | | Recon (5 HP 5 ATK) | | | | | | |
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| | | | Artillery (10 HP 20 ATK) | | | | | |
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So since my recon can see the armoured I use my artillery to attack the tanks, now the enemy commander of course will figure out that there is an artillery regiment in the mission and would usually try to react in some way but this time it's a simple one hit blowout, the armoured losses all its HP and enters a "stunned" faze, whenever a unit reaches 0 HP it will become a traitless 1 HP 0 ATK unit that cannot move for a turn, if the unit dies in this state its gone for the campaign, as there's no one to save these poor bastards I use my second turn to kill the armoured unit completely. There's no more enemy units on the map and the mission is won.
The MCV
You may have noticed that big blob of HP at the end of the unit selection choices. That is the Mobile Construction Vehicle and is a commander's best friend, this unit is very special, you see when you harvest Tiberium either out in the open or mined from the ground by a Tiberium spike you get a lot of resources, resources that can immediately be transferred to material that can then be transferred into parts which then thanks to the MCV turns into a full blown base, when the MCV is deployed anywhere you get a 20 health base that can heal units using a 1Dlosthealth a unit. This is amazing in and of itself but if you were to deploy in a square next to a Tiberium field or a Spike the base would then be upgraded every turn until it becomes a tier four base that can heal for 4dlosthealth a unit and has defences in every non Tiberium square around it. The speed at which the base is upgraded and the strength of the defences is still in the development phase but you can already tell just how important the MCV is to a mission. Please do note however that no matter how much material and infrastructure there is in a base you can't fix the dead and those 4dlosthealth are the most healing you're gonna get.