Who Can Build the Best Army ?

portuga said:
I think it would be ok just to chande the mod to:

Anti-Air Bonus: Anti-Air Defense increased by 100%; 2 Mod Point

That is what I will do...

Also, my virtual army, navy and air force are now posted...next to reply with a post, I'll make the bic, and we can give it a test...

BK
 
von_Clausewitz said:
I'm interested, but I have a silly question. Will the UUs replace the original or are they in addition to?

Not silly at all as I did not make it 100% clear. The UUs will be in addition to the rest of the standard units...that is the reason for making them 25% higher shield cost...

Go ahead and post your military...anyone, and we can give this thing a go...
 
I may make changes depending on the answer to the previous question, but this is otherwise complete. I hope it is understandable.

I am also wondering about the upgrade path for the cavalry 1 and cavalry 2. I listed them according to cavalry 1 > armor > modern armor; but there is also the thing about the higher shield cost cavalry being designated 'cavalry 2'. It just didn't make sense to upgrade to an inferior unit.

Civ Leaderhead: Carthage
Civilization Bonuses: Religious Seafaring

-CUSTOMIZED ARMY:
Cavalry 1 (assault): 105 shields 19/2 a/d; 3 mods: a/d x3
Cavalry 2 (scout): 8/4 a/d; 2 mods: + 1 hp, +1 movement
Infantry 1: 2/14 a/d; 2 mods: hp x2
Infantry 2: 6/14 a/d; 2 mods: a/d, +1 movement
Mechanized Infantry: 10/25 a/d; 2 mods: a/d, +1 movement
TOW Infantry: 2/38 a/d; 2 mods: a/d, +1 hp
Armor: 26/4 a/d; 2 mods: a/d, +1 hp
Modern Armor: 40/10 a/d; 2 mods: a/d, +1 hp
Marines: 25/5 a/d; 2 mods: a/d x2
Paratroopers: 4/16 a/d; 2 mods: a/d, +1 hp
Modern Paratroopers: 10/20 a/d; 2 mods: a/d, +1 movement
Artillery 1: 2 mods: + rate of fire, +1 movement
Artillery 2: bombard 18; 2 mods: +1 range, + bombard strength
Radar Artillery: bombard 32; 2 mods: + bombard strength x2
Flak: 0/6 a/d; mod: + aa defense
Mobile Sam: 0/12 a/d;mod: + aa defense
Cruise Missile: 2 mods: + range, +1 rate of fire

-CUSTOMIZED NAVY:
Transport: 0/6 a/d; 2 mods: + capacity, +1 hp
Carrier: 0/8 a/d; 2 mods: + capacity, +1 movement
Destroyer: 15/10 a/d; 2 mods: a/d, +1 hp
Battleship: 24/16 a/d, bombard 18; 2 mods: a/d, + bombard strength
Cruiser: 18/12 a/d; 2 mods: a/d, + rate of fire
Aegis Cruiser: 21/14 a/d; 2 mods: a/d, + bombard range
Submarine: 20/12 a/d; 2 mods: a/d x2
Nuclear Submarine: 20/12 a/d; 2 mods: a/d, +1 movement

-CUSTOMIZED AIR FORCE
Fighter: 6/6 a/d; 2 mods: a/d, + operational range
Fighter Bomber: 2/4 a/d; 2 mods: + rate of fire, + lethal land
Bomber: 0/4 a/d; 2 mods: + rate of fire, + operational range
Stealth Fighter: 0/8 a/d; 2 mods: + rate of fire, + operational range
Stealth Bomber: 0/4 a/d; 2 mods: + bombard strength, + rate of fire
Jet Fighter: 10/5 a/d; 2 mods: a/d, + operational range
Heavy Bomber: 0/6 a/d; 2 mods: + bombard strength, + rate of fire
Helicopter: 0/4 a/d; 2 mods: + movement x2

-UNIQUE UNITS
IA: Steel Elephant (Armor): 30/6 a/d; 3 mods: a/d x2, movement
MA: Super Heavy Bomber (Heavy Bomber): 0/6 a/d; 3 mods: bombard strength x2, rate of fire
 
von_Clausewitz said:
I may make changes depending on the answer to the previous question, but this is otherwise complete. I hope it is understandable.

I am also wondering about the upgrade path for the cavalry 1 and cavalry 2. I listed them according to cavalry 1 > armor > modern armor; but there is also the thing about the higher shield cost cavalry being designated 'cavalry 2'. It just didn't make sense to upgrade to an inferior unit.

I didn't think that through completely...cavalry 1 at 105 shields will work. I need to put in a rule that only one extra mod can be added that can be an increase of approximately 50%, but at least 1 shield less than the next upgradable unit.

Also as far as higher cavlry being designated cavalry 2, that just means that your 105 cavalry will be auto produced every 9 and not 8 turns...

Will work on the bic and get things set up asap. After I have the bic completed, I will e-mail it to you so you can examine it and make sure everything is correct... And, which one of us goes first???
 
Please Pick One Of The Industrial Age Infantry Units To Have Draft Tagged And One Modern Age Infantry Unit To Have Draft Tagged...you Can Even See What Happens If You Have All Tagged If You Like...
 
Bic finished and I request that I please be able to make the first move...

I will e-mail it to you immediately following this post...

One big rule change, Temples (Volunteer Recruiting Center) give rifleman every 12, Colosseums (Non-Com Recruiting Center) every 8, and Cathedrals (Officer Recruiting Center) every 6...

Not historically realistic, and deviates from planned Cavalry, but I didn't want to make special improvments for each of our Cavalry...4 in all...

I also will wait to add the Naval Academy and an Air Force Academy until after this play test...

Please look the Bic over and make sure everything is correct...I did have to decrease your Sub from 20/12 to 19/13, a/d x 2 gives Sub 30 not 32... I think this is the only problem... When you give everything the ok, just let me know and I would like to start us off...since you got to see my army first...

Thanks,
BK
 
Umm... I'll need your e-mail address. Mine is bmklee at svsu dot edu. Please post yours so we can exchange turns...
 
My army is complete. I need an oponent :)

Civ Leaderhead : Portugal
Civilization Bonuses : Militaristic,Seafaring and commercial

-CUSTOMIZED ARMY:
Cavalry 1: Attack: 14 Defense: 1 Movement: 3 Mods: 25% AD, +1 mov
Cavalry 2: Attack: 14 Defense: 1 Movement: 2 Mods: 25% AD, +1 HP
Infantry 1: Attack: 1 Defense: 15 Movement: 2 HP: 5 Mods: +1 HP, +1 mov
Infantry 2: Attack: 1 Defense: 19 Movement: 2 HP: 5 Mods: 25% AD, +1 mov
Mechanized Infantry: Attack: 1 Defense: 34 Movement: 2 HP: 5 Mods: 25% AD, +1 HP
TOW Infantry: Attack: 1 Defense: 39 Movement: 2 Mods: 25% AD x 2
Armor: Attack: 29 Defense: 1 Movement: 2 Mods: 25% AD, +1 HP
Modern Armor: Attack: 49 Defense: 1 Movement: 3 Mods: 25% AD, +1 HP
Marines: Attack: 29 Defense: 1 Movement: 1 Mods: 25% AD x 2
Paratroopers: Attack: 10 Defense: 14 Movement: 1 Mods: 25% AD x 2
Modern Paratroopers: Attack: 15 Defense: 21 Movement: 1 Mods: 25% AD x 2
Artillery 1: Attack: Defense: Movement: 1 Bombard: 16 RF: 3 Mods: 50% Bomb., +1RF
Artillery 2: Attack: Defense: Movement: 1 Bombard: 12 RF: 3 Mods: +1 Range, +1RF
Radar Artillery: Attack: Defense: Movement: 2 Bombard: 16 RF: 3 Mods: 50% Bomb., +1RF
Flak: Attack: 1 Defense: 5 Movement: 1 Air-def: 2 Mods: +100% air def.
Mobile Sam: Attack: 1 Defense: 11 Movement: 1 Air-def: 4 Mods: +100% air def.
Cruise Missile: Bombard: 21 RF: 4 Mods: 50% Bomb., +1RF

-CUSTOMIZED NAVY:
Transport: Attack: 1 Defense: 5 Movement: 7 Transp.Capacity: 12 Mods: +50% transp. capacity x 2
Carrier: Attack: 1 Defense: 7 Movement: 7 Transp.Capacity: 8 Mods: +50% transp. capacity x 2
Destroyer: Attack: 1 Defense: 19 Movement: 8 bomb: 12 HP: 5 Mods: +1 HP, 50% Bomb.
Battleship: Attack: 25 Defense: 15 Movement: 7 bomb: 12 HP: 5 Mods: 25% AD, +1 Mov
Cruiser: Attack: 1 Defense: 23 Movement: 7 bomb: 15 RF: 3 Mods: 50% Bomb., +1 RF
Aegis Cruiser: Attack: 20 Defense: 15 Movement: 8 HP: 5 Mods: +1 HP, 25% AD
Submarine: Attack: 15 Defense: 1 Movement: 6 Mods: +1 mov x 2
Nuclear Submarine: Attack: 23 Defense: 1 Movement: 7 Mods: +1 mov x 2

-CUSTOMIZED AIR FORCE
Fighter: Attack: 7 Defense: 1 Op. Range: 8 Mods: +50% Op.Range x 2
Fighter Bomber: Attack: 0 Defense: 6 Moves: 2 bombard: 12 Mods: +1 mov, + 1/3 bom.
Bomber: Attack: 0 Defense: 4 Moves: 2 bombard: 16 Mods: +1 mov, + 1/3 bom.
Stealth Fighter: Attack: 0 Defense: 8 Moves: 2 bombard: 13 Mods: +1 mov, + 1/3 bom.
Stealth Bomber: Attack: 0 Defense: 4 Moves: 2 bombard: 16 Mods: +1 mov, + 1/3 bom.
Jet Fighter: Attack: 14 Defense: 1 Op. Range: 12 Mods: +50% Op.Range, +50% AD
Heavy Bomber: Attack: 0 Defense: 6 Moves: 1 bombard: 24 RF: 4 Mods: +1 RF, + 1/3 bom.
Helicopter: 138 shields - Attack: 1 Defense: 3 Op.Range: 8 moves: 2 Mods: Op.Range x 2, +1mov

Unique units:
agile armour (Modern Armor): Attack: 49 Defense: 1 Movement: 5 Mods: +1 mov x 2
carrask (Fighter Bomber): 138 shields - Attack: 0 Defense: 6 Moves: 2 bombard: 12 Mods: +1mov ,+ 1/3 bom, +lethal land bomb

Draft units: Rifleman and TOW
 
@ von Claueswitz,
I agree with a 5 turn peace to be able to deploy troops... I also have to send you another bic as the one I just sent did not open because I failed to put civlopedia entries in...

Also, 6, 8 and 12 is too fast for rifleman auto production... I am going to change it to 12, 18 and 24... I will mod the bic and replace the old one and will also start us off...

@ Portuga, I suppose you could take on the winner of our game although that might take some time... You also could play one of us...or Dazz or Predesad if they are still interested...

BK
 
some things in the biq that need to be fixed or I just have a question about.
carthage mobile sam need to be available to carthage,
greek light artilley and radar artillery need to have load ability checked. (unless of course you never want them on a boat)
Explorers not available for a reason? I wouldn't use them, but that's just my preference.
Default infantry is still available?
 
von_Clausewitz said:
some things in the biq that need to be fixed or I just have a question about.
carthage mobile sam need to be available to carthage,
greek light artilley and radar artillery need to have load ability checked. (unless of course you never want them on a boat)
Explorers not available for a reason? I wouldn't use them, but that's just my preference.
Default infantry is still available?

Thanks for letting me know about those problems... Explorers aren't really appropriate in my opinion...that is why you have 3 or 4 movement units...
 
Declared war on von_Clausewitz because conquests is the only way to win...

Following action occured in the South Sea:

-West of Cadiz Island:
Bombardment by Frigate
Destroyer (Gr) def. Ironclad (Car)

-by Argos Bay:
Destroyer (Gr) def. Ironclad (Car)
Frigate (Gr) loses to Frigate (Car)

-off of Hadrumetum:
Bombardment by Frigate
2 Destroyers (Gr) def. Frigate & Ironclad (Car)

Being scientific was a big bonus...lucky my free tech wasn't replaceable parts or I could have launched a land offensive to start things off...

BK
 
Portuga, I will also add your military to the bic probably sometime Wednesday...
 
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