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Rules
Ground Armies are divided into three parts, all of which have their uses and all of which are needed for a good invasion army. The parts are Infantry-Armor-Artillery
Infantry - Cost: 1,000
Infantry form the backbone of any army, their numbers are non-constant, and change from player to player. Their Exact equipment is up to each player, with heavier armed and armored troops being fewer in number. In any case, each unit begins with an Attack power of 1, which is upgraded from there in increments of +1.
Armor - Cost: 3,000
Armor Represents Tanks and other heavy vehicles. Like Infantry, the heavier the vehicles the fewer of them that there are. Vehicles in an armor group need not be identical to each other, you can have large vehicles supported by lighter vehicles. Armor Groups are fast, and can shake off shrapnel making them good at attacking Artillery positions. Armor Groups have an Attack Power of 2, and get double damage against Artillery. This is lost if the Armor is in a defensive position or immobile.
Artillery - Cost: 5,000.
Artillery takes several forms, but every artillery group has the same relative firepower. Artillery all basically act the same, utilizing high explosives to kill massed or entrenched infantry. They have an Attack Power of 3 and deal double damage against Infantry. This bonus is lost if under attack by armor.
Planetary Defenses
City Shield - 50,000
City shields are expensive constructs designed to prevent enemy forces from using their artillery against defending troops. City shields are powerful shielding systems that prevent any orbital bombardment, and all ground artillery from penetrating them, they extend approximately 2 kilometers past the outskirts of the city they are installed in. Shields may be passed through by slow moving infantry and vehicles, but starships must slow down to a dead creep to pass through them (even fighters) which opens them up to attack from defending artillery.
Silos - 10,000
Silos represent any number of planetside artillery. Their generic form is a missile silo, but they can easily represent other weapons as well. Silos provide a constant source of defensive fire against invading forces. They act as level 2 artillery with near-infinite range. If captured by invaders, these weapons can be turned against you.
Bunker Complex - 5,000
A single bunker complex is capable of storing two infantry groups and one armored/artillery division. These complexes are vast and provide ample defense against orbital bombardment. Their fortifications are, however, less effective against land based artillery, and can be damaged by them. Bunker Complexes give defending forces a significant defensive bonus.
Orbital Defense Satellite - 15,000
Orbital Defense Installations are Defensive fortifications that orbit the planet. They come in three types (Energy, Kinetic, and Indirect) and mount 5 guns of the most advanced version you can. They have 5 HP and provide cheap defense to any world.