Posted by: nuclearslurpee
« on: January 17, 2024, 04:56:16 PM »its funny after building the whole machine, all I feel now is just eh, i don't care anymore, i'll build the army I think looks cool. In the end it all works.
This is generally the case.

its funny after building the whole machine, all I feel now is just eh, i don't care anymore, i'll build the army I think looks cool. In the end it all works.
Unarmored infantry are the most cost-effective unit type, but of course easily the most transport-ineffective.An extension of this I find interesting - we've been explicitly talking about infantry, but all the same factors apply to other unit types too. Even if you're building heavy vehicles, you always have the option to give them light armor and doing so won't hurt their per-BP exchange value and (depending on threat context) may improve it.
Yes it is. The former has twice as much GSP and use it twice as fast, so it lasts the same amount of time, yes. But they do twice as much shooting in that time! Unless they die off too fast, anyway.The former have twice as many built-in GSP worth of supplies, so if you're skimping on resupply units they can do more before stalling (though that becomes negligible if you're bringing plenty of supplies).
This isn't true. The former formation has twice as much GSP but they use it twice as fast. In fact, the latter formation has the (small) advantage here since they require half as many supplies, thus only half as much BP dedicated to resupply units.
No, it is true per BP. What I was said is true about the forces specifically presented: 2500 HPA infantry vs 5000 basic infantry, with unspecified but presumably identical weapons. So long as you presume the incoming attacks don't have more AP than the basic infantry armor, as we've both noted.QuoteThe armored infantry takes twice as many rounds of incoming fire to wipe out. So back on supplies, they're placing more stress on the enemy GSP. They take half the proportionate losses in any given round, so they produce a better Cohesion Rating making them harder to Breakthrough against.
I think their longer endurance can provide better protection of high-value units, since it's not uncommon for such units to survive better and die late after the infantry has been cleared out around them, but this might be deceptive, I'd need to run the math. It's certainly sometimes true though - if the enemy isn't using Front Line Attack, their units can't hit your units behind the front line, so the armored infantry does a significantly better job of protecting a support-line stack of Light Bombardment in a trench stalemate situation.
This is true per ton, but not per BP. Which ties back to the tonnage efficiency point as the chief advantage (the relative lower GSP use of the armored formation, depending on weapon types, is also in play but the effect is much smaller).
The former have twice as many built-in GSP worth of supplies, so if you're skimping on resupply units they can do more before stalling (though that becomes negligible if you're bringing plenty of supplies).
And they're just as (non) durable as the armored infantry against heavier weapons, which can be a big deal depending on enemy force composition.
The armored infantry takes twice as many rounds of incoming fire to wipe out. So back on supplies, they're placing more stress on the enemy GSP. They take half the proportionate losses in any given round, so they produce a better Cohesion Rating making them harder to Breakthrough against.
I think their longer endurance can provide better protection of high-value units, since it's not uncommon for such units to survive better and die late after the infantry has been cleared out around them, but this might be deceptive, I'd need to run the math. It's certainly sometimes true though - if the enemy isn't using Front Line Attack, their units can't hit your units behind the front line, so the armored infantry does a significantly better job of protecting a support-line stack of Light Bombardment in a trench stalemate situation.
yup, and increasing your armor-level never directly makes a unit more cost efficient when you factor the reduced numbers you'll be able to make, no matter their penetration or your racial armor! It does however make them more space efficient for transport, which is actually a big deal.The latter deal damage half as fast and take proportionately 1/2 as many losses. (1/4 as many losses on half as many units.) That's exactly even in a simple matchup, yes. But there are ways to make it not even.
Test a 5000 squad of 1 armor infantry vs 2500 squad of 2 armor infantry (same cost and level.) You'll see they both are exactly even!
Holy hell a single point of difference in racial armor makes so much of a difference it's fricking insane. Thanks for this, I would have had no idea how effective my weapons would be if not for this.When armor and hp are stronger than AP and damage respectively, kill chance scales with the 4th power of the tech factors. (Because penetration and wounding both scale as the square and combine multiplicatively.)