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Tag: Visual edit
Tag: Visual edit
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'''Special Unit Attacks''' are a genre of offensive engagement. They differ from the kind of open engagement that leads to fatal combat. They're alternative forms of attack that utilize some unique weaponry or ability of the attacker in order to diminish vulnerability from counter-attack. The invulnerability advantage comes at the cost of not being as offensively deadly''.'' However,'' ''throughout history, Special Unit Attacks have had deadly offensive results when combined tactically with other compositions of units or joint maneuvers.
+
'''Special Unit Attacks''' are offensive engagements which are different from ''Standard Attacks''. '''SUA'''s utilize unique weaponry or another tactic in order to reduce vulnerability to counter-defense. This advantage comes at the cost of not being as offensively deadly''.'' Yet'' ''throughout history, '''SUA'''s had deadly results when tactically combined with joint maneuvers and other unit compositions.
   
  +
== MP2 Units with Special Unit Attacks ==
 
  +
==MP2-Caravel Units with Special Unit Attacks==
{| class="article-table"
 
  +
{| style="text-align:center; background:#25515980; color:#000; border:solid 1px #0000; border-radius:13px"
!Unit
 
  +
|-
!Attack Type
 
  +
|- bgcolor="9bc3d1"
!Rounds
 
  +
| style="border-radius:10px 0px 0px 0px;" |Unit
!Move
 
  +
| style="border-radius:0px 0px 0px 0px;" |Attack Type
  +
| style="border-radius:0px 0px 0px 0px;" |Combat
  +
Rounds
  +
| style="border-radius:00px 0px 0px 0px;" |Move
 
Cost
 
Cost
  +
| style="border-radius:0px 0px 0px 0px;" |Min
!Min
 
 
Moves
 
Moves
  +
| style="border-radius:0px 0px 0px 0px;" |Max
!Max
 
 
Targets
 
Targets
  +
| style="border-radius:0px 0px 0px 0px;" |Max
!Max
 
 
Kills
 
Kills
  +
| style="border-radius:0px 0px 0px 0px;" |vs.
!vs. Fort
 
  +
Fort
!vs. Fortress,
 
  +
| style="border-radius:0px 0px 0px 0px;" |vs.
Nav.Base
 
  +
Fortress
!vs. City
 
  +
| style="border-radius:0px 10px 0px 0px;" |vs.
  +
City
  +
|- bgcolor="d0e0e0"
  +
|'''All'''
  +
| Standard Attack
  +
|to death
  +
|'''1'''
  +
|
  +
|'''1'''
  +
|'''all'''
  +
|✅
  +
|✅
  +
|✅
  +
|- bgcolor="d0e0e0"
  +
|'''Phalanx<sup>1</sup>'''
  +
|Rumble
  +
|'''3'''[[File:Fortified.png|frameless|28x28px]]
  +
|<sup>'''5'''</sup>'''/<sub>9</sub>'''
  +
|'''1'''
  +
|'''1'''
  +
|—
  +
|
  +
|
  +
|
  +
|- bgcolor="d0e0e0"
  +
|'''Archers'''
  +
|Volley
  +
|'''2'''[[File:Fortified.png|frameless|28x28px]]
  +
|'''1 <sup>5</sup>/<sub>9</sub>'''
  +
|
  +
|'''3'''
  +
|—
  +
|✅
  +
|
  +
|
  +
|- bgcolor="d0e0e0"
  +
|'''Legion'''
  +
|Pilum
  +
|'''1''' @ '''2×'''
  +
|'''1'''
  +
|
  +
|'''2'''
  +
|'''2'''
  +
|
  +
|
  +
|
  +
|- bgcolor="d0e0e0"
  +
|'''Siege&nbsp;Ram'''
  +
|Attack City Walls
  +
|'''1'''
  +
|<sup>'''1'''</sup>'''/<sub>9</sub>'''
  +
|'''1'''
  +
|
  +
|—
  +
|
  +
|
  +
|✅
  +
|- bgcolor="d0e0e0"
  +
|'''Siege&nbsp;Ram'''
  +
|Ram Fortress
  +
|'''4''' @ '''8¾×'''
  +
|'''1 <sup>5</sup>/<sub>9</sub>'''
  +
|'''1'''
  +
|'''all'''
  +
|—
  +
|
  +
|✅
  +
|
  +
|- bgcolor="d0e0e0"
  +
|'''Zealots<sup>2</sup>'''
  +
|Skirmish
  +
|'''3'''
  +
|'''1 <sup>5</sup>/<sub>9</sub>'''
  +
|
  +
|'''4'''
  +
|—
  +
|✅
  +
|
  +
|✅
  +
|- bgcolor="d0e0e0"
  +
|'''Marines<sup>3</sup>'''
  +
|Bazooka
  +
|'''3'''[[File:Fortified.png|frameless|28x28px]]
  +
|'''1 <sup>5</sup>/<sub>9</sub>'''
  +
|
  +
|'''2'''
  +
|'''1'''
  +
|✅
  +
|
  +
|
  +
|- bgcolor="d0e0e0"
  +
|'''Zeppelin'''
  +
|Bomb
  +
|'''4'''
  +
|'''2'''
  +
|
  +
|'''2'''
  +
|'''1'''
  +
|✅
  +
|✅
  +
|✅
  +
|- bgcolor="d0e0e0"
  +
| style="border-radius:0px 0px 0px 10px;" |'''Battleship'''
  +
|Bombard
  +
|'''3'''
  +
|'''5'''
  +
|
  +
|'''4'''
  +
|'''1'''
  +
|✅
  +
|✅
  +
| style="border-radius:0px 0px 10px 0px;" |✅
  +
|}
  +
[[File:Fortified.png|left|28x28px|alt=|frameless]]
  +
= unit can stay fortified while making the Special Unit Attack.
  +
  +
==MP2-Dragoon Units with Special Unit Attacks==
  +
{| style="text-align:center; background:#59512580; color:#000; border:solid 1px #0000; border-radius:13px"
 
|-
 
|-
  +
|- bgcolor="d1c39b"
  +
| style="border-radius:10px 0px 0px 0px;" |Unit
  +
| style="border-radius:0px 0px 0px 0px;" |Attack Type
  +
| style="border-radius:0px 0px 0px 0px;" |Combat
  +
Rounds
  +
| style="border-radius:00px 0px 0px 0px;" |Move
  +
Cost
  +
| style="border-radius:0px 0px 0px 0px;" |Min
  +
Moves
  +
| style="border-radius:0px 0px 0px 0px;" |Max
  +
Targets
  +
| style="border-radius:0px 0px 0px 0px;" |Max
  +
Kills
  +
| style="border-radius:0px 0px 0px 0px;" |vs.
  +
Fort
  +
| style="border-radius:0px 0px 0px 0px;" |vs.
  +
Fortress
  +
| style="border-radius:0px 10px 0px 0px;" |vs.
  +
City
  +
|- bgcolor="e0e0d0"
 
|'''All'''
 
|'''All'''
 
|Standard Attack
 
|Standard Attack
|'''to death'''
+
|to death
|'''1+tired'''
+
|'''1'''
| --
+
|
 
|'''1'''
 
|'''1'''
 
|'''all'''
 
|'''all'''
  +
|✅
|'''yes'''
 
  +
|✅
|'''yes'''
 
  +
|✅
|'''yes'''
 
  +
|- bgcolor="e0e0d0"
|-
 
 
|'''Phalanx<sup>1</sup>'''
 
|'''Phalanx<sup>1</sup>'''
 
|Rumble
 
|Rumble
|'''3'''[[File:Fortified.png|thumb|28x28px]]
+
|'''3'''[[File:Fortified.png|frameless|28x28px]]
 
|<sup>'''5'''</sup>'''/<sub>9</sub>'''
 
|<sup>'''5'''</sup>'''/<sub>9</sub>'''
 
|'''1'''
 
|'''1'''
 
|'''1'''
 
|'''1'''
| --
+
|
| --
+
|
| --
+
|
| --
+
|
  +
|- bgcolor="e0e0d0"
|-
 
 
|'''Archers'''
 
|'''Archers'''
 
|Volley
 
|Volley
|'''2'''[[File:Fortified.png|thumb|28x28px]]
+
|'''2'''[[File:Fortified.png|frameless|28x28px]]
 
|'''1 <sup>5</sup>/<sub>9</sub>'''
 
|'''1 <sup>5</sup>/<sub>9</sub>'''
| --
+
|
|'''7'''
+
|'''3'''
| --
+
|
  +
|✅
|'''yes'''
 
| --
+
|
  +
|
|<nowiki>--</nowiki>
 
  +
|- bgcolor="e0e0d0"
|-
 
 
|'''Legion'''
 
|'''Legion'''
 
|Pilum
 
|Pilum
 
|'''1''' @ '''2×'''
 
|'''1''' @ '''2×'''
 
|'''1'''
 
|'''1'''
| --
+
|
 
|'''2'''
 
|'''2'''
 
|'''2'''
 
|'''2'''
| --
+
|
| --
+
|
| --
+
|
  +
|- bgcolor="e0e0d0"
|-
 
 
|'''Siege&nbsp;Ram'''
 
|'''Siege&nbsp;Ram'''
 
|Attack City Walls
 
|Attack City Walls
Line 68: Line 210:
 
|<sup>'''1'''</sup>'''/<sub>9</sub>'''
 
|<sup>'''1'''</sup>'''/<sub>9</sub>'''
 
|'''1'''
 
|'''1'''
| --
+
|
| --
+
|
| --
+
|
| --
+
|
  +
|✅
|'''yes'''
 
  +
|- bgcolor="e0e0d0"
|-
 
 
|'''Siege&nbsp;Ram'''
 
|'''Siege&nbsp;Ram'''
 
|Ram Fortress
 
|Ram Fortress
Line 80: Line 222:
 
|'''1'''
 
|'''1'''
 
|'''all'''
 
|'''all'''
| --
+
|
| --
+
|
  +
|✅
|'''yes'''
 
| --
+
|
  +
|- bgcolor="e0e0d0"
|-
 
  +
|'''Catapult'''
  +
|Bombard
  +
|'''4'''[[File:Fortified.png|frameless|28x28px]]
  +
|'''all'''
  +
|'''2'''
  +
|'''1'''
  +
|'''1'''
  +
|✅
  +
|
  +
|
  +
|- bgcolor="e0e0d0"
  +
|'''Ballista'''
  +
|Ranged Attack
  +
|'''5'''
  +
|'''all'''
  +
|'''2'''
  +
|'''2'''
  +
|'''2'''
  +
|✅
  +
|
  +
|
  +
|- bgcolor="e0e0d0"
  +
|'''Cannon'''
  +
| Bombard
  +
|'''5'''[[File:Fortified.png|frameless|28x28px]]
  +
|'''all'''
  +
|'''2'''
  +
|'''2'''
  +
|'''1'''
  +
|✅
  +
|
  +
|
  +
|- bgcolor="e0e0d0"
  +
|'''Artillery'''
  +
| Bombard
  +
|'''6'''[[File:Fortified.png|frameless|28x28px]]
  +
|'''all'''
  +
|'''2'''
  +
|'''3'''
  +
|'''1'''
  +
|✅
  +
|
  +
|
  +
|- bgcolor="e0e0d0"
  +
|'''Howitzer'''
  +
| Bombard
  +
|'''7'''[[File:Fortified.png|frameless|28x28px]]
  +
|'''all'''
  +
|'''4'''
  +
|'''4'''
  +
|'''1'''
  +
|✅
  +
|
  +
|
  +
|- bgcolor="e0e0d0"
 
|'''Zealots<sup>2</sup>'''
 
|'''Zealots<sup>2</sup>'''
 
|Skirmish
 
|Skirmish
 
|'''3'''
 
|'''3'''
 
|'''1 <sup>5</sup>/<sub>9</sub>'''
 
|'''1 <sup>5</sup>/<sub>9</sub>'''
| --
+
|
 
|'''4'''
 
|'''4'''
| --
+
|
  +
|✅
|'''yes'''
 
| --
+
|
  +
|✅
|'''yes<sup>2</sup>'''
 
  +
|- bgcolor="e0e0d0"
|-
 
 
|'''Marines<sup>3</sup>'''
 
|'''Marines<sup>3</sup>'''
 
|Bazooka
 
|Bazooka
|'''3'''[[File:Fortified.png|thumb|28x28px]]
+
|'''3'''[[File:Fortified.png|frameless|28x28px]]
 
|'''1 <sup>5</sup>/<sub>9</sub>'''
 
|'''1 <sup>5</sup>/<sub>9</sub>'''
| --
+
|
 
|'''2'''
 
|'''2'''
 
|'''1'''
 
|'''1'''
  +
|✅
|'''yes'''
 
| --
+
|
| --
+
|
  +
|- bgcolor="e0e0d0"
|-
 
 
|'''Zeppelin'''
 
|'''Zeppelin'''
 
|Bomb
 
|Bomb
 
|'''4'''
 
|'''4'''
 
|'''2'''
 
|'''2'''
| --
+
|
 
|'''2'''
 
|'''2'''
 
|'''1'''
 
|'''1'''
  +
|✅
|'''yes'''
 
  +
|✅
|'''yes'''
 
  +
|✅
|'''yes'''
 
  +
|- bgcolor="e0e0d0"
|-
 
|'''Battleship'''
+
| style="border-radius:0px 0px 0px 10px;" |'''Battleship'''
 
|Bombard
 
|Bombard
 
|'''3'''
 
|'''3'''
 
|'''5'''
 
|'''5'''
| --
+
|
 
|'''4'''
 
|'''4'''
 
|'''1'''
 
|'''1'''
  +
|✅
|'''yes'''
 
  +
|✅
|'''yes'''
 
  +
| style="border-radius:0px 0px 10px 0px;" |✅
|'''yes'''
 
 
|}
 
|}
[[File:Fortified.png|left|thumb|28x28px]]
+
[[File:Fortified.png|left|28x28px|alt=|frameless]]
 
= unit can stay fortified while making the Special Unit Attack.
 
= unit can stay fortified while making the Special Unit Attack.
# '''Phalanx''':
 
#* Cannot be transported, must be on native Land terrain.
 
#* Must be Fortified OR have not moved this turn, to be able to Rumble Attack.
 
# '''Zealots'''
 
#* Can only Skirmish Assault while under leadership of Theocratic government and in domestic territory.
 
#* Can Skirmish Assault conquered cities which still have Foreign National populations.
 
# '''Marines''' cannot Bazooka attack unless V2 "Elite" or higher.
 
   
=== '''Rumble''' '''Attack''' ===
 
Rumble attacks represent a dug-in and well-shielded Phalanx in formation. Its "turtle shell" makes it impervious to counter-attacks. It is nowhere near as deadly as chaotic hand-to-hand combat and mixed mêlée fighting, ''for either side: ''only a small frontal or side portion of each unit's company is engaged. On the other hand, this tight formation can slowly and inexorably push with little to no damage to itself, as long as it keeps its "fortified formation" intact. MP2 represents these characteristics by making Rumble attacks '''a)''' engage against one unit only '''b)''' require the Phalanx to be fortified OR to not have moved, prior to doing the attack -- or in other words, able to be a slowly advancing threat each turn, possibly in staggered progress with multiple Phalanx units. The ''threat'' of a Rumble is often more effective than the Rumble itself, since it helps you to claim and hold a position. The ''Move Cost'' and ''Min. Moves'' of the Rumble Attack are tactically set to allow two separate Rumble engagements against any single unit coming to an adjacent tile; or one Rumble with the option to have decent remaining moves to retreat and regroup after causing minor damages.
 
   
  +
#'''Phalanx''':
=== '''Volley''' '''Attack''' ===
 
  +
#*Cannot be transported, must be on native Land terrain.
Volley attacks represent the Archer's historic and celebrated ability to hit targets from long range while avoiding hand-to-hand combat. From a greater distance, the attacks are not as deadly; but a rain of arrows from the sky can compromise, pester, and lightly damage armies much more numerous in size: ''The bigger the army, the easier for an arrow to find a target.'' Volley attacks are good for softening the approach of attackers such as Horsemen, Chariots, Warriors, Crusaders, and Catapults. They are not as effective against units with armor and shielding. Committing to a long showering of arrows from the sky is also a commitment to stand in place while enemies can either flee or charge. MP2 represents all these characteristics by '''a)''' Limiting combat_rounds to 2, '''b) '''Requiring a move cost of '''1 <sup>5</sup>/<sub>9 </sub>'''-- barely enough to either approach and fire, or fire and make only a small retreat, '''c)''' having the attack access a high number of ''Max Targets, ''up to 7 on a single tile.
 
  +
#*Must be Fortified OR have not moved this turn, to be able to Rumble Attack.
  +
#'''Zealots'''
  +
#*Can only Skirmish Assault while under leadership of Theocratic government and in domestic territory.
  +
#*Can Skirmish Assault conquered cities which still have Foreign National populations.
  +
#'''Marines''' cannot Bazooka attack unless V2 "Hardened" or higher.
   
=== '''Pilum''' '''Assault''' ===
+
==='''Rumble''' '''Attack'''===
  +
''Rumble attacks'' come from well-shielded Phalanxes in a "turtle shell" formation, impervious to counter-attacks. In history, ''Rumble attacks'' are not as deadly as mixed mêlée fighting. Only a front or flank of each unit's company can engage. On the other hand, this tight formation can push with little to no damage to itself, if it keeps its fortified formation intact. MP2 represents these historical characteristics by making ''Rumble attacks:'' '''a)''' engage against one unit only '''b)''' require the Phalanx to be fortified OR to not have moved, prior to doing the attack. This means a Phalanx can slowly advance its threat each turn, possibly in staggered progress with multiple Phalanx units. The ''threat'' of a ''Rumble'' is often more effective than the ''Rumble'' itself, since it helps you claim and hold a position. The ''Move Cost'' and ''Min. Moves'' of the Rumble Attack allow either two ''Rumble'' engagements against any unit on an adjacent tile; or one Rumble with enough remaining moves to retreat after causing minor damage.
Pilum assaults were an annoyingly effective secret to Rome's military success. A small and unimpressive javelin''''',''''' the '''''pilum, '''''is thrown to deliberately hit the enemy's shield. The pilum is designed to penetrate the shield -- not to pierce and injure, but rather, to get stuck and be impossible to remove. A long javelin stuck in a shield makes it useless. A front line of disciplined enemy soldiers in formation were ready to do their practiced combat drill, but now they're an exposed line of soldiers who are about to meet Legions wielding shorter swords which are superior for tight close combat... The Legions also still have shields! FCW represents the mechanics of the ''' Pilum Assault '''by giving Legions 1 round of combat at a '''2x attack bonus'''. In other words, a high chance of doing 1hp of damage to unsettle the enemy and change the odds. The Pilum Assault may affect up to 2 enemy units and potentially kill them (if they only had 1hp.) Pilum Assaults can't be done while transported, nor to Cities/Bases. The pilum assault takes one move point, leaving another move to do a full attack. It can be done with only 1/9 move point, but of course, this would be a "tired attack" at a penalty.
 
   
=== '''Attack City Walls''' ===
+
==='''Volley''' '''Attack'''===
  +
''Volley attacks'' represent the Archer's historic and celebrated ability to hit targets from long range while avoiding hand-to-hand combat. From a greater distance, the attacks are not as deadly; but a rain of arrows from the sky can compromise, pester, and lightly damage armies much more numerous in size: ''The bigger the army, the easier for an arrow to find a target.'' Volley attacks are good for softening the approach of attackers such as Horsemen, Chariots, Warriors, Crusaders, and Catapults. They are not as effective against units with armor and shielding. Committing to a long showering of arrows from the sky is also a commitment to stand in place while enemies can either flee or charge. MP2 represents all these characteristics by '''a)''' Limiting combat_rounds to 2, '''b) '''Requiring a move cost of '''1 <sup>5</sup>/<sub>9 </sub>'''-- barely enough to either approach and fire, or fire and make only a small retreat, '''c)''' having the attack access a high number of ''Max Targets, ''up to 7 on a single tile.
One of the most notorious attacks of all time is also the simplest. A large ram shielded from arrows and boiling oil has a massive mechanically powered ram inside it that cracks and breaks open large walls, while defenders attempt to set it on fire, crush it with boulders, etc. Much drama comes down to a simple flip of the coin over who will survive, the ram or the wall. In capitals, city wall defenses have double protections, which reduces the chance of success to 1 in 4..
 
   
=== '''Ram Fortress''' ===
+
==='''Pilum''' '''Assault'''===
  +
Pilum assaults were one of the secrets to Rome's military success. An special type of javelin''''',''''' the '''''pilum, '''''is thrown into enemy shields. The pilum penetrates the shield and gets stuck, impossible to remove. A wagging javelin stuck in a shield makes the shield useless. After a pilum assault, enemy soldiers have an exposed front line without shields, and are about to face Legions armed with short swords optimal for tight combat... And the Legions still have their shields! '''MP2-c''' represents ancient '''Pilum Assault '''tactics by giving Legions '''1 round''' of combat at a '''2x attack bonus''' with a lower move cost of '''1''' move point. Up to '''2''' units in the stack can be hit. This means ''Pilum Assaults'' give a high chance of doing '''1''' hitpoint of damage on up to 2 enemy units, leaving '''1''' move point to do a full attack. There is no minimum number of move points to do a Pilum Attack, but like all combat, [https://freeciv.fandom.com/wiki/Combat.mp2c#Tired_attack tired attack] penalties may apply. ''Pilum Assaults'' can't be done while transported, nor to Cities/Bases.
Siege Rams can ram a Fortress perimeter also. Game mechanics think a Fortress is either there or not there. So the best way to emulate a real siege with back and forth damage, combat, and repairs, is to ''emulate'' "damage" to the Fortress via HP-loss to all units inside (up to 40% per turn). Their defense strength then exactly tracks the defense strength they'd have if Freeciv server were able to adjust for partial damage to a Fortress that varied over different sections of the Fortress. Meanwhile, HP-healing of the units (40% per turn for stationary fortified units), emulates resistance, healing, and repairing of Fortress' damage over time. Units inside who are involved in attacks on outside tiles would lose most of the 40%, representing exposure to the outer siege assaults of the more weakened perimeter areas through which they fight. Units inside who defend against normal attacks coming immediately after a ''Ram Fortress'' attack, will experience between a 0% and 80% reduction of their Fortress bonus, accurately representing the Fortress is still there, and that it's more compromised in some quarters than others. While this is an admittedly counterintuitive way to represent a Fortress siege, all these factors actually make the best possible mathematical emulation and actual expected results that would unfold over the course of a long siege, were it possible in Freeciv server to partially damage walls and have the defense bonus partially re-adjusted to reflect that.
 
   
=== '''Skirmish''' '''Assault''' ===
+
==='''Attack City Walls'''===
  +
One of the most notorious attacks of all time: a shielded wagon has a massive mechanical ram inside it that can crack and break walls. Defenders attempt to set it on fire or crush it with boulders. At the end of the day, the drama comes down to a simple flip of the coin over who will survive: the ram or the wall. In capitals, city walls have double protection, which reduces the chance of success to 1 in 4.
Skirmish assaults represent the tendency of numerous fanatical faith-based fighters in their own homeland, to know the roads, terrain, streets, ways of life, and all the ins and outs of their nation, which they take advantage of to effectuate any kind of opportunistic attack to degrade occupying forces. MP2 represents these characteristics by: '''a)''' requiring this attack to be done inside the homeland, '''b)''' allowing these attacks as infiltration on recently conquered cities with subversive insiders, '''c) '''setting Move Cost, Max Targets, and Rounds, to balance the parameters and strength of the attacks to be decently realistic and fitting to this type of attack.
 
   
=== '''Bazooka''' '''Attack''' ===
+
==='''Ram Fortress'''===
  +
Siege Rams can ram a Fortress perimeter. Unfortunately, Freeciv game mechanics can't remove a Fortress from an adjacent tile, and even if they could, this "all or nothing" wouldn't be the best emulation of extended siege warfare. Therefore, the '''Ram Fortress''' attack uses other mechanics to "emulate" a real siege with back and forth damage, combat, improvised defense and ad hoc repairs. MP2-c uses the mechanics below to craft the best possible mathematical ''<u>emulation</u>'' of what would unfold over the course of a long siege:
Bazooka attacks represent the tendency of highly trained professional Marines armies to be equipped with more elite weaponry than normal conscripted soldiers. Grenade launchers, bazookas, RPGs, improvised traps, and other tactical weaponry is used by Marines to soften and degrade their opponents so that combined forces can cherry-pick the right context to enter full engagements more opportunistically. MP2 has chosen to represent this with the "Bazooka Attack," but it can also be thought of as a mixture of all the tactical techniques used by Marines in the era and timeline in which the game finds itself. Notably, the combination of elite bonuses to movement, special bonuses for loading/unloading/attacking from Transporter units, the ability to by-pass unreachable Air units, extreme vet bonuses, and of course this Special Unit Attack, all combine to gives Marines an amazing number of tactical possibilities -- though they have to be earned with nitty-gritty tactics -- they are not "no-brainers". MP2 represents all of the above with careful balance by '''a)''' making the ability more rare by requiring V3 vet level, '''b) '''representing the possibility of these attacks actually causing fatal casualties if combined multiple times or done on already softened/degraded units.
 
   
  +
*Damage to the Fortress is emulated via HP-loss to the units inside (up to 40% per turn): 4 combat rounds at 8.75× attack strength.
=== '''Bomb''' ===
 
  +
**This makes occupant defense odds exactly track the defense odds they'd have if Freeciv server were able to apply partial bonuses for partially damaged Fortresses.
Unlike other air units, the Zeppelin gets an SUA because of the unpreparedness of early ground units to cope with the very first air units. Attack strength and '''combat_rounds''' are set to reflect these characteristics. Low attack strength means more advanced units are likely to be unscathed or only scratched up a little. Yet 4 '''combat_rounds''' will make these attacks more effective against weaker less advanced units who are unprepared for this new kind of attack from the air.
 
  +
***This accurately emulates that the Fortress is still there, but that some occupants are more compromised in some quarters than others.
  +
* Ad hoc repair and defensive improvisation of the fortress occupants, is emulated by their HP-healing each turn (up to 40% per turn for stationary fortified units).
  +
**Units inside who are involved in attacks on outside tiles heal less than 40%. This represents the exposure of counter-attackers to assaults along the weakened perimeter.
  +
**Non-attacking units heal most or all of the damage they incurred in the turn, buying time for reinforcements or for a pattern of staggered healing, counterattacks, and special unit attacks of their own.
  +
**Before damaged units are healed, this emulates the lesser defense of a damaged fortress, giving opportunities for attackers to attack with less exposure to high defense bonuses.
   
==='''Bombard'''===
+
==='''Skirmish''' '''Assault'''===
  +
Skirmish assaults represent the tendency of fanatical faith-based fighters to know the roads, terrain, streets, ways of life, and all the ins and outs of their nation, which they take advantage of in improvised attacks to degrade occupying forces. MP2 represents these characteristics by: '''a)''' requiring this attack to be done inside the homeland, '''b)''' allowing these attacks as infiltration on recently conquered cities with subversive insiders, '''c) '''setting Move Cost, Max Targets, and Combat Rounds, to decently emulate this type of attack.
Bombard attacks represent the supreme range achievable by the ultra-massive guns mounted on Battleships. Though the shots usually have a single focused target, at long range they are less effective and less accurate, spreading a little less damage over a little greater area. Other rulesets struggled to find a cost-effective balance to Battleships because of the terrible opportunity cost of entering them into mortal combat where, even if they win, the amount of light damage suddenly makes them vulnerable to cheaper units which render Battleships into a cost-attrition loss. The Bombard attack of the Battleship seeks to balance this somewhat by reflecting the Battleship's much greater range and ability to engage other ships before their own guns are in range. Move Cost, Min Moves, and the potential to kill already softened/degraded enemies, were all balanced together to bring back the true flavor and tactical advantages of a ship whose range and deadly force create a "bubble zone of fear" around the ship.
 
   
  +
==='''Bazooka''' '''Attack'''===
== Special Unit Defense ==
 
  +
Bazooka attacks represent highly trained professional Marines equipped with elite weaponry. Grenade launchers, bazookas, RPGs, and other weaponry are used by Marines to soften and degrade their opponents, making opportunities for other tactical follow-up. Elite bonuses to movement, high vet bonuses, transport bonuses, the ability to by-pass unreachable Air units, and the Bazooka Attack, all combine to give Marines many tactical possibilities. The Bazooka attack requires a minimum V2 vet level. MP2 represents the possibility for these attacks to cause fatal casualties when done multiple times or used on already softened/degraded units.
Some types of units can do '''Special Unit Defense''' against Special Unit Attacks. This happens where there is ''tactical symmetry''':''''' ranged attackers vs. ranged defenders. For example, Archers doing a volley attack against Archers, receive a volley attack back as a symmetric "equal and opposite reaction."
 
   
  +
==='''Bomb'''===
When this happens, both the attacker and the defender are symmetrically engaging in the same action. That is, both will use their Attack Strength. '''Special Unit Defense''' is simply a symmetrical '''Special Unit Attack.''' It's an "equal and opposite reaction."
 
  +
Unlike other air units, Zeppelins get an SUA because early ground units were unprepared to defend against the first air units. Attack strength and '''combat_rounds''' are set to reflect these characteristics. Low attack strength means more advanced units are likely to be barely scratched. Yet 4 '''combat_rounds''' will be effective at damaging weak targets unprepared for this new kind of attack from the air.
   
  +
==='''Bombard-Catapult, Cannon, Artillery, Howitzer'''===
The following units are able to do Special Unit Defense:
 
  +
Bombard attacks represent the classic paradigm of siege weapons and ballistic ordnance to engage in ranged attacks from a safer long-range distance, hence, avoid retaliation. While normal combat represents closer range engagements within optimal range, the Special Unit Attacks are safely distanced near maximum range and/or centered to effect more targets without direct hit on any -- and consequently, less effective or fatal. Freeciv represents these attributes in the numbers, which become progressively more powerful for each upgraded type.
{| class="article-table"
 
  +
|+
 
  +
==='''Bombard-Battleship'''===
!Unit
 
  +
Battleship Bombard attacks represent long range attacks achievable by the massive guns mounted on Battleships. Other rulesets struggled to find a cost-effective balance to Battleships because of the terrible opportunity-cost of entering them into mortal combat where, even if they win, the amount of light damage suddenly makes them vulnerable to cheaper units, rendering Battleships as a cost-attrition loss. The Bombard attack of the Battleship seeks to balance this somewhat by reflecting the Battleship's much greater range and ability to engage other ships before their own guns are in range. Move Cost, Min Moves, and the potential to kill already softened/degraded enemies, were balanced together to bring back some of the true flavor and tactical advantages of a ship whose range and deadly force create a "bubble zone of fear" around the ship.
!Defense
 
  +
rounds
 
  +
=='''Special Unit Defense'''==
  +
Some units can do '''Special Unit Defense''' against Special Unit Attacks. An '''SUD''' is simply a retaliatory '''SUA.''' It's an "equal and opposite reaction."
  +
  +
This may happen where there is ''tactical symmetry''':''''' ranged attackers vs. ranged defenders. For example: Archers doing a ''Volley Attack'' against Archers endure a retaliatory ''Volley Attack.'' Both the attacker and the defender are symmetrically engaged in the same action. '''Both units use their Attack Strength'''. The following units are able to do '''SUD''':
  +
{| style="text-align:center; background:#25515980; border:solid 1px #0000; color:#000; border-radius:13px"
 
|-
 
|-
  +
|- bgcolor="9bc3d1"
|Archers
 
  +
| style="border-radius:10px 0px 0px 0px;" |Unit
  +
|Combat
  +
Rounds
  +
|Max
  +
Targets
  +
| style="border-radius:0px 10px 0px 0px;" |Max
  +
Kills
  +
|- bgcolor="d0e0e0"
  +
|'''Archers'''
 
|2
 
|2
|-
+
|7
  +
| -
|Catapult
 
  +
|- bgcolor="d0e0e0"
  +
|'''Catapult'''
 
|4
 
|4
|-
+
|1
  +
|1
|Cannon
 
  +
|- bgcolor="d0e0e0"
  +
|'''Ballista'''
 
|5
 
|5
|-
+
|2
  +
|2
|Artillery
 
  +
|- bgcolor="d0e0e0"
|6
 
  +
|'''Cannon'''
|-
 
  +
|5
|Howitzer
 
  +
|2
  +
|1
  +
|- bgcolor="d0e0e0"
  +
|'''Artillery'''
  +
| 6
  +
|3
  +
|1
  +
|- bgcolor="d0e0e0"
  +
|'''Howitzer'''
 
|7
 
|7
|-
+
|4
  +
|1
|Helicopter
 
  +
|- bgcolor="d0e0e0"
  +
|'''Helicopter'''
 
|3
 
|3
|-
+
| 3
  +
|1
|Battleship
 
  +
|- bgcolor="d0e0e0"
  +
| style="border-radius:0px 0px 0px 10px;" |'''Battleship'''
 
|3
 
|3
  +
|4
  +
| style="border-radius:0px 0px 10px 0px;" |1
 
|}
 
|}
  +
<br />
 
  +
'''NOTE:''' The requirement for ''Special Unit Defense'' is the same as for ''Special Unit Attack'' and standard ''Attack'': all three actions require a unit to have moves left.<br />

Revision as of 21:05, 9 March 2022

Special Unit Attacks are offensive engagements which are different from Standard Attacks. SUAs utilize unique weaponry or another tactic in order to reduce vulnerability to counter-defense. This advantage comes at the cost of not being as offensively deadly. Yet throughout history, SUAs had deadly results when tactically combined with joint maneuvers and other unit compositions.


MP2-Caravel Units with Special Unit Attacks

Unit Attack Type Combat

Rounds

Move

Cost

Min

Moves

Max

Targets

Max

Kills

vs.

Fort

vs.

Fortress

vs.

City

All Standard Attack to death 1 1 all
Phalanx1 Rumble 3Fortified 5/9 1 1
Archers Volley 2Fortified 1 5/9 3
Legion Pilum 1 @ 1 2 2
Siege Ram Attack City Walls 1 1/9 1
Siege Ram Ram Fortress 4 @ 8¾× 1 5/9 1 all
Zealots2 Skirmish 3 1 5/9 4
Marines3 Bazooka 3Fortified 1 5/9 2 1
Zeppelin Bomb 4 2 2 1
Battleship Bombard 3 5 4 1
Fortified

= unit can stay fortified while making the Special Unit Attack.

MP2-Dragoon Units with Special Unit Attacks

Unit Attack Type Combat

Rounds

Move

Cost

Min

Moves

Max

Targets

Max

Kills

vs.

Fort

vs.

Fortress

vs.

City

All Standard Attack to death 1 1 all
Phalanx1 Rumble 3Fortified 5/9 1 1
Archers Volley 2Fortified 1 5/9 3
Legion Pilum 1 @ 1 2 2
Siege Ram Attack City Walls 1 1/9 1
Siege Ram Ram Fortress 4 @ 8¾× 1 5/9 1 all
Catapult Bombard 4Fortified all 2 1 1
Ballista Ranged Attack 5 all 2 2 2
Cannon Bombard 5Fortified all 2 2 1
Artillery Bombard 6Fortified all 2 3 1
Howitzer Bombard 7Fortified all 4 4 1
Zealots2 Skirmish 3 1 5/9 4
Marines3 Bazooka 3Fortified 1 5/9 2 1
Zeppelin Bomb 4 2 2 1
Battleship Bombard 3 5 4 1
Fortified

= unit can stay fortified while making the Special Unit Attack.


  1. Phalanx:
    • Cannot be transported, must be on native Land terrain.
    • Must be Fortified OR have not moved this turn, to be able to Rumble Attack.
  2. Zealots
    • Can only Skirmish Assault while under leadership of Theocratic government and in domestic territory.
    • Can Skirmish Assault conquered cities which still have Foreign National populations.
  3. Marines cannot Bazooka attack unless V2 "Hardened" or higher.

Rumble Attack

Rumble attacks come from well-shielded Phalanxes in a "turtle shell" formation, impervious to counter-attacks. In history, Rumble attacks are not as deadly as mixed mêlée fighting. Only a front or flank of each unit's company can engage. On the other hand, this tight formation can push with little to no damage to itself, if it keeps its fortified formation intact. MP2 represents these historical characteristics by making Rumble attacks: a) engage against one unit only b) require the Phalanx to be fortified OR to not have moved, prior to doing the attack. This means a Phalanx can slowly advance its threat each turn, possibly in staggered progress with multiple Phalanx units. The threat of a Rumble is often more effective than the Rumble itself, since it helps you claim and hold a position. The Move Cost and Min. Moves of the Rumble Attack allow either two Rumble engagements against any unit on an adjacent tile; or one Rumble with enough remaining moves to retreat after causing minor damage.

Volley Attack

Volley attacks represent the Archer's historic and celebrated ability to hit targets from long range while avoiding hand-to-hand combat. From a greater distance, the attacks are not as deadly; but a rain of arrows from the sky can compromise, pester, and lightly damage armies much more numerous in size: The bigger the army, the easier for an arrow to find a target. Volley attacks are good for softening the approach of attackers such as Horsemen, Chariots, Warriors, Crusaders, and Catapults. They are not as effective against units with armor and shielding. Committing to a long showering of arrows from the sky is also a commitment to stand in place while enemies can either flee or charge. MP2 represents all these characteristics by a) Limiting combat_rounds to 2, b) Requiring a move cost of 1 5/9 -- barely enough to either approach and fire, or fire and make only a small retreat, c) having the attack access a high number of Max Targets, up to 7 on a single tile.

Pilum Assault

Pilum assaults were one of the secrets to Rome's military success. An special type of javelin, the pilum, is thrown into enemy shields. The pilum penetrates the shield and gets stuck, impossible to remove. A wagging javelin stuck in a shield makes the shield useless. After a pilum assault, enemy soldiers have an exposed front line without shields, and are about to face Legions armed with short swords optimal for tight combat... And the Legions still have their shields! MP2-c represents ancient Pilum Assault tactics by giving Legions 1 round of combat at a 2x attack bonus with a lower move cost of 1 move point. Up to 2 units in the stack can be hit. This means Pilum Assaults give a high chance of doing 1 hitpoint of damage on up to 2 enemy units, leaving 1 move point to do a full attack. There is no minimum number of move points to do a Pilum Attack, but like all combat, tired attack penalties may apply. Pilum Assaults can't be done while transported, nor to Cities/Bases.

Attack City Walls

One of the most notorious attacks of all time: a shielded wagon has a massive mechanical ram inside it that can crack and break walls. Defenders attempt to set it on fire or crush it with boulders. At the end of the day, the drama comes down to a simple flip of the coin over who will survive: the ram or the wall. In capitals, city walls have double protection, which reduces the chance of success to 1 in 4.

Ram Fortress

Siege Rams can ram a Fortress perimeter. Unfortunately, Freeciv game mechanics can't remove a Fortress from an adjacent tile, and even if they could, this "all or nothing" wouldn't be the best emulation of extended siege warfare. Therefore, the Ram Fortress attack uses other mechanics to "emulate" a real siege with back and forth damage, combat, improvised defense and ad hoc repairs. MP2-c uses the mechanics below to craft the best possible mathematical emulation of what would unfold over the course of a long siege:

  • Damage to the Fortress is emulated via HP-loss to the units inside (up to 40% per turn): 4 combat rounds at 8.75× attack strength.
    • This makes occupant defense odds exactly track the defense odds they'd have if Freeciv server were able to apply partial bonuses for partially damaged Fortresses.
      • This accurately emulates that the Fortress is still there, but that some occupants are more compromised in some quarters than others.
  • Ad hoc repair and defensive improvisation of the fortress occupants, is emulated by their HP-healing each turn (up to 40% per turn for stationary fortified units).
    • Units inside who are involved in attacks on outside tiles heal less than 40%. This represents the exposure of counter-attackers to assaults along the weakened perimeter.
    • Non-attacking units heal most or all of the damage they incurred in the turn, buying time for reinforcements or for a pattern of staggered healing, counterattacks, and special unit attacks of their own.
    • Before damaged units are healed, this emulates the lesser defense of a damaged fortress, giving opportunities for attackers to attack with less exposure to high defense bonuses.

Skirmish Assault

Skirmish assaults represent the tendency of fanatical faith-based fighters to know the roads, terrain, streets, ways of life, and all the ins and outs of their nation, which they take advantage of in improvised attacks to degrade occupying forces. MP2 represents these characteristics by: a) requiring this attack to be done inside the homeland, b) allowing these attacks as infiltration on recently conquered cities with subversive insiders, c) setting Move Cost, Max Targets, and Combat Rounds, to decently emulate this type of attack.

Bazooka Attack

Bazooka attacks represent highly trained professional Marines equipped with elite weaponry. Grenade launchers, bazookas, RPGs, and other weaponry are used by Marines to soften and degrade their opponents, making opportunities for other tactical follow-up. Elite bonuses to movement, high vet bonuses, transport bonuses, the ability to by-pass unreachable Air units, and the Bazooka Attack, all combine to give Marines many tactical possibilities. The Bazooka attack requires a minimum V2 vet level. MP2 represents the possibility for these attacks to cause fatal casualties when done multiple times or used on already softened/degraded units.

Bomb

Unlike other air units, Zeppelins get an SUA because early ground units were unprepared to defend against the first air units. Attack strength and combat_rounds are set to reflect these characteristics. Low attack strength means more advanced units are likely to be barely scratched. Yet 4 combat_rounds will be effective at damaging weak targets unprepared for this new kind of attack from the air.

Bombard-Catapult, Cannon, Artillery, Howitzer

Bombard attacks represent the classic paradigm of siege weapons and ballistic ordnance to engage in ranged attacks from a safer long-range distance, hence, avoid retaliation. While normal combat represents closer range engagements within optimal range, the Special Unit Attacks are safely distanced near maximum range and/or centered to effect more targets without direct hit on any -- and consequently, less effective or fatal. Freeciv represents these attributes in the numbers, which become progressively more powerful for each upgraded type.

Bombard-Battleship

Battleship Bombard attacks represent long range attacks achievable by the massive guns mounted on Battleships. Other rulesets struggled to find a cost-effective balance to Battleships because of the terrible opportunity-cost of entering them into mortal combat where, even if they win, the amount of light damage suddenly makes them vulnerable to cheaper units, rendering Battleships as a cost-attrition loss. The Bombard attack of the Battleship seeks to balance this somewhat by reflecting the Battleship's much greater range and ability to engage other ships before their own guns are in range. Move Cost, Min Moves, and the potential to kill already softened/degraded enemies, were balanced together to bring back some of the true flavor and tactical advantages of a ship whose range and deadly force create a "bubble zone of fear" around the ship.

Special Unit Defense

Some units can do Special Unit Defense against Special Unit Attacks. An SUD is simply a retaliatory SUA. It's an "equal and opposite reaction."

This may happen where there is tactical symmetry: ranged attackers vs. ranged defenders. For example: Archers doing a Volley Attack against Archers endure a retaliatory Volley Attack. Both the attacker and the defender are symmetrically engaged in the same action. Both units use their Attack Strength. The following units are able to do SUD:

Unit Combat

Rounds

Max

Targets

Max

Kills

Archers 2 7 -
Catapult 4 1 1
Ballista 5 2 2
Cannon 5 2 1
Artillery 6 3 1
Howitzer 7 4 1
Helicopter 3 3 1
Battleship 3 4 1

NOTE: The requirement for Special Unit Defense is the same as for Special Unit Attack and standard Attack: all three actions require a unit to have moves left.