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mvs1000
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Forum newbie here so thanks in advance to all replies and sorry if this question has already been addressed.
I'm trying to build a garrison unit that will effectively defend against incoming missile attacks. I've tried AAA and SAM units (infantry) set on Hold and Alert (all possible combinations thereof). Nothing seems to work.
Clearly I'm doing something wrong and would appreciate it if someone could point me in the right direction.
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mvs1000
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Thanks Commy! I'll definitely give that a try...
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:37
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quote: Originally posted by xalien
Missiles have base attack value of 18 . Assume it's an elite (+50%) and it'll be 27. Provided you have the same reactor, a probability (6) garrison in base can have these modifiers:
Aerocomplex +100%
AAA +100%
Base +25%
Sensor +25%
if Elite +50%
The total value would be 24 and it'll have a hard time defending the base against elite missiles.
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Combat modifiers stack multiplicatively, not additively (except a tachyon field adds with a perimeter defense, naval yard, or aero complex). The garrison would have a combat strength determined by this:
6 (base) * 2 (aero complex) * 2 (AAA) * 1.25 (sensor) * 1.5 (elite) = 45.
Note the +25% from the base is omitted. I'm pretty sure that defensive facilities (perimeter defense, naval yard, aero complex, tachyon field) override the inherent base defense bonus, rather than stack with it.
For even stronger missile defense, you can build flechette defenses in SMAX. They usually aren't worthwhile, though.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:37
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What chaos theory said-- I knew that it was around the time that you get the FOUR level armour with AA and AC and a sensor that your defender has good survivability against missiles. With armor of 6 you just scoff at missiles.
Oh and in considering combat issues I ignore morale by essentially assuming it is equal. That makes as much sense to me as adding 50% to each side of an equation when we are talking in the abstract
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