Post by Anastasius Focht on Jan 22, 2015 7:44:14 GMT -7
Raids are conducted by nations to both gain new units without the cost of building them and weakening a target planet's garrison. Nations who want to launch a raid must choose a target planet and district and can then use any units, up to 3, to conduct it. Be careful, however, some units are better at raiding then others. If the player uses the wrong units the raid can fail. An attacker can choose 3 units from any planet to conduct his raid. Note, make sure you send an empty dropship group for the booty! Each raid type has its own chance of success which is measured by the Success Score. This is added to the attacker's "Attacking Raid Score" then subtracted by the defending units in the target district's "Defending Raid Score" to get the result. The result can vary from complete success with little damage to complete failure with complete capture or destruction of the attackers. The raid can automatically fail if the district being raided does not have what the type of raid ordered is after. For example, The Capellan Confederation launches a Vehicle raid against the planet Acula from Tikonov. They target the Aerospace Port. When they arrive they find no Vehicle units. The raid fails and the resulting damage is applied.
There are several types of raids a nation can conduct against their opponent.
Mech Raid Success Score: 40
This raid is used to capture up to a battalion of enemy mechs.
Attacker: Up to 3 units.
Defender: All units in the target District.
Vehicle Raid Success Score: 40
This raid is used to capture up to a battalion of enemy vehicles.
Attacker: Up to 3 units.
Defender: All units in the target District.
Dropship Raid Success Score: 30
This raid is used to capture an enemy Dropship group.
Attacker: Up to 3 units.
Defender: All units in the target District.
Jumpship Raid Success Score: 20
This raid is used to capture an enemy jumpship.
Attacker: Up to 2 units Standard or Jump Infantry only.
Defender: No ground forces can be used to influence the result of a jumpship raid.
Goods Raid Success Score: 50
This raid is used to capture enemy goods stored in their warehouse located at the aerospace port.
Attacker: Up to 3 units.
Defender: All units in the target District.
HOW TO LAUNCH A RAID
First pick your units and load them onto dropships. Then load the dropships onto the jumpships while assigning them to the raid you want conducted and the target. Finally move the jumpship into or towards that system. Once the jumpship moves into the target system, dropships assigned to that target will launch their raid. It will then be processed and the dropships will return to the jumpship. Players can then move the jumpship out of the system.
There are several types of raids a nation can conduct against their opponent.
Mech Raid Success Score: 40
This raid is used to capture up to a battalion of enemy mechs.
Attacker: Up to 3 units.
Defender: All units in the target District.
Vehicle Raid Success Score: 40
This raid is used to capture up to a battalion of enemy vehicles.
Attacker: Up to 3 units.
Defender: All units in the target District.
Dropship Raid Success Score: 30
This raid is used to capture an enemy Dropship group.
Attacker: Up to 3 units.
Defender: All units in the target District.
Jumpship Raid Success Score: 20
This raid is used to capture an enemy jumpship.
Attacker: Up to 2 units Standard or Jump Infantry only.
Defender: No ground forces can be used to influence the result of a jumpship raid.
Goods Raid Success Score: 50
This raid is used to capture enemy goods stored in their warehouse located at the aerospace port.
Attacker: Up to 3 units.
Defender: All units in the target District.
HOW TO LAUNCH A RAID
First pick your units and load them onto dropships. Then load the dropships onto the jumpships while assigning them to the raid you want conducted and the target. Finally move the jumpship into or towards that system. Once the jumpship moves into the target system, dropships assigned to that target will launch their raid. It will then be processed and the dropships will return to the jumpship. Players can then move the jumpship out of the system.