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mart7x5
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Transport "ability" subtracts one movement point from chasis. Thus Transport Speeder has only 1 movement point. We cannot have then APC on speeder chasis fast like 2 units per turn then. Is there any remedy for that? Do we need hoovertank to make better speeds with infantry transports?
I seem to be unsuccesful in creating air probe needlejet. No U2 in SMAX?
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anarchie
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An infantry or a speeder transport?
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Dansz
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lost in space
Mar 2004 time: 05:35
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Do prototypes get a morale boost then?
Last edited by Dansz on 16-04-2004 at 20:22
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mart7x5
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quote: Originally posted by Skanky Burns
An elite-level transport will have 2 movement points. | Skanky, I tried to make an elite transport in scenario editor and it defaulted always to Commando. I was never able to see those 2 movement poits. How to do it? How to boost morale of a transport unit? let mindworms bite it ???
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Ogie Oglethorpe
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Marietta, GA
Dec 1999 time: 05:35
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quote: Originally posted by Commy
Ah, guys, lets think about it. Why waste time building a transport unit when you could just build two speeder units. Yeah, infantry get attack bonuses on bases, and are relatively cheaper, but really, all the AI has to do is attack the transport. By the time you build the speeder transport, you could have like two recon rovers or something instead. |
Its rather simple.
In terms of mins.
Say you are considering an impact weapn era.
You can have three units (2 x 4-1-1 and an infantry transport NEVER a speeder transport) all at 2 rows of mins each comparably speaking verses 2 units at 3 rows of mins each (2 x 4-1-2).
Now youare going to pay an additioanl min ins supprt costs but have gone through 3 build cycles so you have an extra stockpile energy to your credit. In my mind relatively a wash.
In terms of actual usage.
If you are attacking along a road, against a base take an impact rover case. You move into poistion say expending 1/3 or 2/3 movement points. You attack win but are damage to the point where you no longer have any moves left. You can not retreat. You instead are open to counter attack.
Same case now with a 4-1-1. You load up the 4-1-1 into the tranpsort move 1/3 or 2/3 movement points along the road. Attack (at a 25% attack bouns of infantry vs. base btw) and win taking much less damge due to the 25% attack bonus. If said 4-1-1 is not elite its movemnt is expended. BUT you reactivate the unit hit "L" and then activate the transport and remove it from fray and thus moving it to safety away from counter attack.
One other point, Now you have a slightly damage 4-1-1 that requires some healing. Next turn (turn 1), You can transport it to the nearest base and then hit the space bar for an immediate heal. Contrast that, If you didn't have the transport you would have to move the unit to the base by itselef (turn 1) and then hit space on turn 2 in order to begin the healing process.
In terms of mins teh optimal advantage swings to transports around missile tech. 6-1-1's still run you 2 rows of mins whilst 6-1-2 run 4 rows of mins IIRC.
During this era you can force build much quicker using transports and infantry grunts than you can speeders.
I've written on this subject a number of times. Land trasnports have functionality in any game phase. 'Prolly least effecitve during D:AP but pick up effectivity (again) with discovery of MMI as a niche unit once they are made drop capable.
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