Balancing The land units (Galactic Civil War)
Posted: Wed Aug 24, 2016 4:13 am
Here is some possible balancing.
Shields will regenerate. they will be hit first. once penetrated shields wont regen anymore and leaves the armor(hp) unprotected. shields will start regenerating again once repaired by some unit.
rebellion:
Infantry:
Rebel troops - 1 turn
engineer squad - 2 turns
hijackers - 3 turns
plex troopers- 2 turns
builder - 3 turns
Light vehicles:
T1-b (transport 1 squad) - 3 turns
T2-b (transport 1 squad, counters AT-ST) - 5 turns
AAC-1(counters 2-M, missiles ignore shields. 2-M has high shields, but lower armor) - 5 turns
snow speeder (counters ATAT, can be eassily destroyed by AA) - 5 turns
Heavy tanks:
T4-B - 8 or 9 turns
Artillery tanks:
MPTL-2a - 9 or 8 turns
Empire:
Infantry the same
light vehicles:
ITT (transport 1 squad) - 3 turns
[ATAR (worse than the ATST in firepower and armor...i guess if you want to attack the enemy earlier, with some potentially dangerous unit) - 4 or 3 turns]
AT-AA (anti air walker) - 4 turns
AT-ST (counters AAC-1, cause has high armour and no shields. missles ignore shields) - 5 turns
2-M (transport 1 squad, counters T2-B) - 6 turns
Heavy tanks:
ATAT (transports 2 squads, does less damage than T4-B) - 9 or 8
artillery tank:
SPMA-T - 9 or 8 turns
eras:
Galactic civil war: Wont be able to build any factories or barracks. Mostly just a war between the rebel alliance and the empire, in which the rebel alliance tried to restore democratic rule in the galaxy.
Races or Combatants: Rebellion, Empire ....maybe we can add in Mandalorians, Black Sun, Zann Consortium. Lateeeer maybe, maybe not. It seems too random. Give me an idea if you have one.
Clone wars: You will be able to build barracks, factories, and units will be cheaper to produce. Massive wars
Combatants: Republic, confederacy
Imperial civil war: Haven't though about it yet. Just wanted to bring it out.
Shields will regenerate. they will be hit first. once penetrated shields wont regen anymore and leaves the armor(hp) unprotected. shields will start regenerating again once repaired by some unit.
rebellion:
Infantry:
Rebel troops - 1 turn
engineer squad - 2 turns
hijackers - 3 turns
plex troopers- 2 turns
builder - 3 turns
Light vehicles:
T1-b (transport 1 squad) - 3 turns
T2-b (transport 1 squad, counters AT-ST) - 5 turns
AAC-1(counters 2-M, missiles ignore shields. 2-M has high shields, but lower armor) - 5 turns
snow speeder (counters ATAT, can be eassily destroyed by AA) - 5 turns
Heavy tanks:
T4-B - 8 or 9 turns
Artillery tanks:
MPTL-2a - 9 or 8 turns
Empire:
Infantry the same
light vehicles:
ITT (transport 1 squad) - 3 turns
[ATAR (worse than the ATST in firepower and armor...i guess if you want to attack the enemy earlier, with some potentially dangerous unit) - 4 or 3 turns]
AT-AA (anti air walker) - 4 turns
AT-ST (counters AAC-1, cause has high armour and no shields. missles ignore shields) - 5 turns
2-M (transport 1 squad, counters T2-B) - 6 turns
Heavy tanks:
ATAT (transports 2 squads, does less damage than T4-B) - 9 or 8
artillery tank:
SPMA-T - 9 or 8 turns
eras:
Galactic civil war: Wont be able to build any factories or barracks. Mostly just a war between the rebel alliance and the empire, in which the rebel alliance tried to restore democratic rule in the galaxy.
Races or Combatants: Rebellion, Empire ....maybe we can add in Mandalorians, Black Sun, Zann Consortium. Lateeeer maybe, maybe not. It seems too random. Give me an idea if you have one.
Clone wars: You will be able to build barracks, factories, and units will be cheaper to produce. Massive wars
Combatants: Republic, confederacy
Imperial civil war: Haven't though about it yet. Just wanted to bring it out.