Unit Guide

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Contents

What are the units?

There three categories to consider when building a unit, and each category has three options, producing 27 possible units a full list of which can be found here. These categories are:

  • Chassis - Infantry, Vehicle and Tank (or equivilants within the mars and fantasy servers)
  • Weapon - Concussive, Beam and Explosive (or equivilants within the mars and fantasy servers)
  • Upgrade - Armour, Damage and Range


So Which One's Should I Use?

Whilst there are 27 possible units to build it is usually the case that only 4 will be needed in an optimal build.

When building an army you need to consider how much damage is being done,how much damage you are taking and how much the losses you occour cost you. Lets first consider the ammount of damage that you are taking:

Minimising the damage taken

To minimise the ammount of damage your opponent does to you it is wise to use just one chassis, because this makes two of the three weapon classes inefficient in dealing damage to you.

Example 1

Lets take two armies, ignoring the upgrades for the time being:


Army A Army B
30 Concussive Infantry 30 Concussive Infantry
30 Beam Infantry 15 Beam Vehicle
30 Explosive Infantry 10 Explosive Tanks



Both Army A and Army B consist of 3 squads, however Army A uses Infantry Only but Army B uses Infantry, Vehicle and Tank

If these two armies faced in battle then the concussive, beam and explosive portions of Army A would be working at full effectiveness, as there are Infantry, Vehicle and Tank Portions for it to attack. However in Army B only the concussive portion of it will be working at full efficiency, whilst the beam and explosive portions would be working at 25% and 50% efficiency respectively

Conclusion: Using a single chassis type offers the best chance of minimising the damage done to your units

Maximising the Damage Dealt

So now we have learnt that firstly a single chassis army will suffer on average less damage than a mixed chassis army and that an armour portion is necessary. However making your army out of Armour alone will not kill off the oponent, it is essential to consider how much damage that you are doing as well.

Armour, which has the lowest range and the lowest damage, is clearly not worth considering for the purpose of dealing damage, and as a result we will only be comparing armies made of range-upgraded units and armies made of damage-upgraded units.

Example 2

Lets, as with the previous example, consider two armies, but this time ignore the weapon and chassis categories, presuming both armies use the same weapon and chassis:

Army A is made of 120 range units whilst Army B is made of 120 damage units.

Let's run through how a battle between these would play out:

Round 1

In the first round the range units of Army A will fire, because they have a range of 3, but the damage units of Army B, with a range value of 2, will not fire. As such then before any of Army B has fired Army A has taken down 80 of the 120 units in Army B

Round 2

In the Second round the damage units of Army B get their chance to attack, but having been decimated in the first round they are now outnumbered 3:1 by the range units of Army A. Whilst they are superior in dealing damage, they cannot overcome this, and in fact can only destroy 60 of the 120 units in Army A, whilst Army B loses the remaining 40 units, and thus losing the battle.

Conclusion: Unit for Unit Range-upgraded units are better than Damage-upgraded units.

In fact damage units take until the 4th round to do more damage overall than range units, and almost no battles last this long.

Minimising the cost of lost units

Inevitably losses will occour in battle, no matter how well you minimise the damage you recieve, and as a result in the long run keep the cost of those losses to a minimum is vital. For this reason Armour units are often used in place of a portion of your range units - typically about 30% of your army should be armour.

However there are two main strategies for building your armour units - a purely concussive armour build and a mixed-weapon-class armour build.

Concussive Armour vs Mixed-Weapon Armour

In battles the concussive weapon class is usually targeted last, after beam and explosive weapons, and as a result when in a group of players you can minimise the damage you recieve by sticking to concussive armour. The primary benefit of this strategy comes into affect in a very unique situation, illustrated by example 3 below.

Example 3

In this example we will consider three non-allied armies facing off, two attackers and 1 defender, where 1 of the attackers will use concussive only armour and the other will use mixed weapon armour:

Army A Army B Army C
Squad 1 9 Concussive Armour Infantry 9 Concussive Armour Infantry 30 Range Concussive Infantry
21 Concussive Range Infantry 21 Concussiive Range Infantry

Squad 2 9 Concussive Armour Infantry 9 Beam Armour Infantry 30 Beam Range Infantry
21 Beam Range Infantry 21 Beam Range Infantry

Squad 3 9 Concussive Armour Infantry 9 Explosive Armour Infantry
21 Explosive Range Infantry 21 Explosive Range Infantry


As you can see Army C is vastly outmatched - but this is deliberate as it is Army A and Army B that is to be compared in this example. This example will happen across two battles:

Battle 1

In this battle the attackers team up on the defenders, ie it is Army A & Army B vs Army C.

The battle lasts 1 round, with Army A sustaining 0 losses and Army B losing all 9 beam and explosive armour units.

Battle 2

So, to clarify the results of the first battle, below is what is left:

Army A Army B
Squad 1 9 Concussive Armour Infantry 9 Concussive Armour Infantry
21 Concussive Range Infantry 21 Concussive Range Infantry

Squad 2 9 Concussive Armour Infantry 21 Beam Range Infantry
21 Beam Range Infantry

Squad 3 9 Concussive Armour Infantry 21 Explosive Range Infantry
21 Explosive Range Infantry


In this battle these two armies face off, against each other, and as a result of this, after 3 rounds of battle, Army A defeats Army B and is left with 21 Concussive Range Infantry, 21 Beam Range Infantry and 3 Explosive Range Infantry.

Conclusion: When attacking a target with a non-allied second player a purely concussive armour wins over mixed-weapon armour

However, imagine if Army B was in fact another member of your alliance? your build would have dumped all the losses on him, slowing down the alliance's rebuild after the battle (two incomes to rebuild are better than one). Further still, when more than two members of an alliance are involved in a truly massive battle, as in example 4 below, the effect can be even more profound.

Example 4

In this example let us imagine a battle in which 8 out of the 12 members attack, each using 100 squads, 30% of which are armour. For the purpose of the example lets call the concussive only armour units Army 1 and the mixed-weapon armour units Army 2.

In Army 1 each member has the equivilant to 30 squads of Concussive Armour Infantry, for a total of 270 armour squads. In Army 2 each member has the equivlant to 10 squads of Concussive Armour Infantry, 10 Squads of Beam Armour Infantry and 10 squads of Explosive Armour Infantry, again for a total of 270 squads.

Rather than, as before, facing these armies against each other for this example we will face each army against a hypothetical army capable of destroying exactly 80 squads of armour, no more or no less.

For Army 1 the 80 squads of armour lost will be picked at random, and thus some of the members of the conglomerated attack will sustain more than the average 10 lost squads, and others will lose less than average 10 lost squads - the resulting losses are not evened out ammongst everyone, which will increase the rebuild time.

For Army 2 the 80 squads of armour lost will be the entirity of the Explosive Armour Infantry, meaning that each member of the conglomeration would lose the same 10 squads - all of their respective armour infantry. This means that each member has the same to rebuild, and this a faster rebuild time.

Conclusion: The mixed-weapon armour strategy is better at evening out the losses within an alliance, allowing for the rebuild time to be smaller

--Overall both strategies have positive and negative aspects to them, and as a result either strategy could be employed when building an army--


So What Is The Optimal Build?

The "ideal" build is a heavily disccussed point within the community, and each player has their own strategy to building it. That being said, there is one main split - Armour built into each squad, or entire squads of armour to accompany the fleet, each with the same concussive-only/mixed-weapon armour split discussed earlier.

Included Armour

If one is planning on including the armour within each squad then it is wise to build in one of the following cycles:

Infantry
Vehicle
Tank
Concussive-only
Mixed-Weapon
Concussive-only
Mixed-Weapon
Concussive-only
Mixed-Weapon

Squad 1 9 Concussive Armour 9 Concussive Armour 5 Concussive Armour 5 Concussive Armour 3 Concussive Armour 3 Concussive Armour
21 Concussive Range 21 Concussive Range 10 Concussive Range 10 Concussive Range 7 Concussive Range 7 Concussive Range

Squad 2 9 Concussive Armour 9 Beam Armour 5 Concussive Armour 5 Beam Armour 3 Concussive Armour 3 Beam Armour
21 Beam Range 21 Beam Range 10 Beam Range 10 Beam Range 7 Beam Range 7 Beam Range

Squad 1 9 Concussive Armour 9 Explosive Armour 5 Concussive Armour 5 Explosive Armour 3 Concussive Armour 3 Explosive Armour
21 Explosive Range 21 Explosive Range 10 Explosive Range 10 Explosive Range 7 Explosive Range 7 Explosive Range


The advantage of having the armour built into the squad is that each squad is a self-enclosed fighting force, however the disadvantage is that co-ordinating repairs after major battles can become confusing or difficult.

Seperate Armour Squads

Alternatively to building the armour into each squad is to make each squad uniform, full of one type of unit, and can be done by building in the follow order (note the table is referring to squads - not units).

Infantry
Vehicle
Tank
Concussive-only
Mixed-Weapon
Concussive-only
Mixed-Weapon
Concussive-only
Mixed-Weapon

Squads 1-3 3 Concussive Range 3 Concussive Range 3 Concussive Range 3 Concussive Range 3 Concussive Range 3 Concussive Range
Squad 4 1 Concussive Armour 1 Concussive Armour 1 Concussive Armour 1 Concussive Armour 1 Concussive Armour 1 Concussive Armour

Squads 5-7 3 Beam Range 3 Beam Range 3 Beam Range 3 Beam Range 3 Beam Range 3 Beam Range
Squad 8 1 Concussive Armour 1 Beam Armour 1 Concussive Armour 1 Beam Armour 1 Concussive Armour 1 Beam Armour

Squads 9-11 3 Explosive Range 3 Explosive Range 3 Explosive Range 3 Explosive Range 3 Explosive Range 3 Explosive Range
Squad 12 1 Concussive Armour 1 Explosive Armour 1 Concussive Armour 1 Explosive Armour 1 Concussive Armour 1 Explosive Armour


This has the advantage of each squad being much simpler in design, and thus easier to rebuild, however it also has the disadvantage that the army most of the time is heavily biased towards concussive or beam units.

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