Transport Size (tons) 75 Cost 12 Armour 30 Hit Points 15
Annual Maintenance Cost 1.5 Resupply Cost 0
Headquarters: Capacity 15 000
Non-Combat Class
Transport Size (tons) 12.5 Cost 2 Armour 30 Hit Points 15
Annual Maintenance Cost 0.25 Resupply Cost 0
Headquarters: Capacity 2 500
Non-Combat Class
Transport Size (tons) 16 Cost 0.64 Armour 30 Hit Points 15
Annual Maintenance Cost 0.08 Resupply Cost 6
Light Anti-Vehicle: Shots 1 Penetration 20 Damage 30
Transport Size (tons) 12 Cost 0.48 Armour 30 Hit Points 15
Annual Maintenance Cost 0.06 Resupply Cost 6
Crew-Served Anti-Personnel: Shots 6 Penetration 8 Damage 8
Transport Size (tons) 10 Cost 1 Armour 30 Hit Points 15
Annual Maintenance Cost 0.13 Resupply Cost 0
Logistics Module - Small: Ground Supply Points 100
Non-Combat Class
Transport Size (tons) 10 Cost 0.32 Armour 30 Hit Points 15
Annual Maintenance Cost 0.04 Resupply Cost 0
Headquarters: Capacity 400
Non-Combat Class
Transport Size (tons) 6 Cost 0.6 Armour 30 Hit Points 15
Annual Maintenance Cost 0.075 Resupply Cost 1.3
Improved Personal Weapons: Shots 1 Penetration 10 Damage 8
Attack | Shots | Hits | Armour Penetrated | Destroyed |
Decurion AA Mech | 314 | 14 | 0 | 0 |
Centurion | 955 | 7 | 7 | 4 |
Praetorian Combat Mech | 444 | 12 | 1 | 0 |
Construction Vehicle | 19 | 0 | 0 | 0 |
Ressuply Infantry | 69 | 1 | 1 | 1 |
Praetorian Leader | 5 | 0 | 0 | 0 |
Unit | Losses |
Ultramarine HMG Unit | 39 |
Ultramarine Unit | 60 |
Ultramarine Logistics Unit | 2 |
Unit | Ammount | Armour | HP | Shots | Penetration | Damage |
Centurion | 1589 | 10 | 10 | 6 | 12 | 12 |
Praetorian Combat Mech | 242 | Unknown | Unknown | 1 | 48 | 48 |
Decurion AA Mech | 77 | Unknown | Unknown | 1 | 24 | 48 |
Ressuply Infantry | 269 | Unknown | Unknown | 0 | 0 | 0 |
Unknown Unit Types | 408 | Unknown | Unknown | Unknown | Unknown | Unknown |
Adding mountain training for your assault troops will probably improve your combat statistics quite a lot. Also the genetic enhancement line of research is quite good at improving infantry survivability. Also is temperature within your species habitable band? I rarely find planets that are natively hospitable without terraforming.
Also, you probably want to add some light bombardment capability to your ground forces. Light bombardment formations supporting infantry formations set to front line attack are extremely effective against the foes you are facing based on my own experiences. If I were you I would swap out some of my AT units for light bombardment.
You might also considering reducing the number of PWI weapons on your Ultramarines in lieu of PW units. The advantage is that for each of PWI you can have many more units of PW, ton-for-ton, resulting in much larger number of infantry per ton of transport space and also much more infantry HP per ton of transport space. Also against centurions if memory serves me correctly PW have good enough damage statistics to kill them reliably.
I also find the HCAP weapons to be less useful than expected. Using a similar argument as for PWI vs PW, in a contest of HCAP vs CAP you can field more CAP than HCAP per tonnage of shipping and CAP has quite good damage statistics against things like Centurions.
Attached is a screenshot of my most recent planetary invasion OOB against foes similar to yours. I can post unit designs also if you're interested, it's just a bit tedious to do so so I won't bother if not needed. Most units should be self explainitory but just for basic reference, Prefects are PWL infantry, Legionnaires are PW, Praetorians are PWI, and Myrmidons are CAP. The rest should be fairly straightforward to identify.
Adding mountain training for your assault troops will probably improve your combat statistics quite a lot. Also the genetic enhancement line of research is quite good at improving infantry survivability. Also is temperature within your species habitable band? I rarely find planets that are natively hospitable without terraforming.
Also, you probably want to add some light bombardment capability to your ground forces. Light bombardment formations supporting infantry formations set to front line attack are extremely effective against the foes you are facing based on my own experiences. If I were you I would swap out some of my AT units for light bombardment.
You might also considering reducing the number of PWI weapons on your Ultramarines in lieu of PW units. The advantage is that for each of PWI you can have many more units of PW, ton-for-ton, resulting in much larger number of infantry per ton of transport space and also much more infantry HP per ton of transport space. Also against centurions if memory serves me correctly PW have good enough damage statistics to kill them reliably.
I also find the HCAP weapons to be less useful than expected. Using a similar argument as for PWI vs PW, in a contest of HCAP vs CAP you can field more CAP than HCAP per tonnage of shipping and CAP has quite good damage statistics against things like Centurions.
Attached is a screenshot of my most recent planetary invasion OOB against foes similar to yours. I can post unit designs also if you're interested, it's just a bit tedious to do so so I won't bother if not needed. Most units should be self explainitory but just for basic reference, Prefects are PWL infantry, Legionnaires are PW, Praetorians are PWI, and Myrmidons are CAP. The rest should be fairly straightforward to identify.
PWI allow him to be guaranteed to pierce centurion armor, while PW would need to go through another roll.
Colonial Marine Legionnaire
Transport Size (tons) 5 Cost 2.44 Armour 24 Hit Points 24
Annual Maintenance Cost 0.31 Resupply Cost 1
Personal Weapons: Shots 1 Penetration 15 Damage 15
Advanced Genetic Enhancement
Boarding Combat
Jungle Warfare
Mountain Warfare
Rift Valley Warfare
The Praetorian Combat Mech units you are facing are probably CAP armed light or medium vehicles. If you are attacking those with infantry you are going face heavy casualties. Adding some dedicated medium or heavy armor formations armed with AT weapons is probably a wise move in that situation.They are clearly not. The Centurions are CAP infantry, almost certainly, given the six shots. (Unless that stat is bad intel? I don't know if that's possible. But if so, they'd surely be PW infantry.) The Praetorians are a perfect fit for vehicles with MAV.
Mountain and if applicable extreme temperature capability would each give a 2x accuracy improvement here, which is pretty big.
Given the huge amount of automatic weapon fire, I might go with a heavy metal landing with lots of tanks. Though then the Praetorians will be wrecking you so eh.The Praetorian Combat Mech units you are facing are probably CAP armed light or medium vehicles. If you are attacking those with infantry you are going face heavy casualties. Adding some dedicated medium or heavy armor formations armed with AT weapons is probably a wise move in that situation.They are clearly not. The Centurions are CAP infantry, almost certainly, given the six shots. (Unless that stat is bad intel? I don't know if that's possible. But if so, they'd surely be PW infantry.) The Praetorians are a perfect fit for vehicles with MAV.
Mountain and if applicable extreme temperature capability would each give a 2x accuracy improvement here, which is pretty big.
Given the huge amount of automatic weapon fire, I might go with a heavy metal landing with lots of tanks. Though then the Praetorians will be wrecking you so eh.The Praetorian Combat Mech units you are facing are probably CAP armed light or medium vehicles. If you are attacking those with infantry you are going face heavy casualties. Adding some dedicated medium or heavy armor formations armed with AT weapons is probably a wise move in that situation.They are clearly not. The Centurions are CAP infantry, almost certainly, given the six shots. (Unless that stat is bad intel? I don't know if that's possible. But if so, they'd surely be PW infantry.) The Praetorians are a perfect fit for vehicles with MAV.
Mountain and if applicable extreme temperature capability would each give a 2x accuracy improvement here, which is pretty big.
Given the huge amount of automatic weapon fire, I might go with a heavy metal landing with lots of tanks. Though then the Praetorians will be wrecking you so eh.The Praetorian Combat Mech units you are facing are probably CAP armed light or medium vehicles. If you are attacking those with infantry you are going face heavy casualties. Adding some dedicated medium or heavy armor formations armed with AT weapons is probably a wise move in that situation.They are clearly not. The Centurions are CAP infantry, almost certainly, given the six shots. (Unless that stat is bad intel? I don't know if that's possible. But if so, they'd surely be PW infantry.) The Praetorians are a perfect fit for vehicles with MAV.
Clearly I underestimated the troop requirements for an full scale planetary invasion.
I need the medium vehicles added in so I can get a bigger punch and survive that smalls arms fire, and I need to pump up the troop numbers to hold the line despite the causalities.
I need to redo my Army and my Assault fleet. This is going to take at least a decade.
Thanks for the replies!
I don't think extreme pressure/temperature apply to infantry. Watch out for that.Why do you say that? I'm certainly allowed to design extreme temperature capable infantry. I can't easily verify that the capability is functional but I don't see why it wouldn't be...
I don't think extreme pressure/temperature apply to infantry. Watch out for that.Why do you say that? I'm certainly allowed to design extreme temperature capable infantry. I can't easily verify that the capability is functional but I don't see why it wouldn't be...
1. 11. 0
The function number: N/A
The complete error text: N/A
The window affected: Ground Forces - Unit Class Design / Template Design
What you were doing at the time: Designing Infantry w capabilities
Conventional or TN start: Conventional
Random or Real Stars: random
Is your decimal separator a comma? Nein
Is the bug is easy to reproduce, intermittent or a one-off? easy
Campaign is about 50 years in.
When adding capabilities to infantry the cost and stats I imagine are being computed correctly. However when looking at the stats of units in the template screen it does not show the capabilities of the unit when it was designed - it shows the capabilities you currently have selected in the unit class design screen. The values for unit cost seem to correspond to their actual intended design so I imagine that this might just be UI problem but I'd check anyways.
How to reproduce:
1- design any infantry with any capability
2- check what the little text representation says about the capabilities of your design
3- In unit design, select any other capabilities
4- check your infantry unit again in the template design screen - notice that the stats page has changed to show whatever was selected in the unit design page
Update: I am actually pretty convinced that infantry capabilities are not being properly applied - This gets weird:
- Capabilities for some reason not applied to any infantry unit design at the point of designing the unit
- However, if I design a unit with the desired capabilities selected, save the game, then close aurora and load my save, the last selected capabilities before the save are applied.
- Designing new units does not affect already designed infantry
- The unit cost is correct with respect to the capabilities that were selected at the point of initial design creation, this means that if you have changed the capabilities of the unit before
saving the game the cost will be inconsistent.
Disclaimer: I am using SM mode to instant design
Reported