Post by GamerMan on Dec 5, 2004 21:07:32 GMT -5
Foreword: This is a line of Articals I'm working on where I will make modern day CO's out of Ancient Civilisations, both presenting a CO and teaching history simontaniously. A few things to note before reading this...First off Mechs now cost 5,000 instead of the usual 3,000 and deal 30% more damage, while receiving 30% less, than usual. In addition, all CO's get a special unique unit, an elite unit who is costly, but extreamly powerful. However, they do not have access to Neos (unless otherwise stated). IF these CO's seem too powerful, thats because they are, these CO's are made to be equal with strum, and thus would [if they existed] be used only against each other, strum, or in an weighted battle (one side is more skilled or has more cities to compensate). Finaly all CO's are presented in ESPN format... Any whom, here is... ROME!!!
Ancient Armies CO: Rome
by Gamer-man
Out of the Center of Italy, risen around the Etruscians, laid a small city named rome, that would one day spawn an empire that would shape the world of today drasicly, and who's massive yet long held territory would go unmatched even today (though others would take larger territories, those would only last a few years, rather than a few centeries).
Millitarily, Romans were often innovative, and very power millitarily. Giving Auxillia an important (if a bit sacficial) role, reequiping heavy infantry with swords rather than spears, plus a greater focus on bow useage and seige usage to weaken an enemy before the battle were highlights of the roman army. However their cavalry, while not being as poor as those of Gaul, germany, or of the Independent Greek City States, would be a weak point of their military from cathage carthage, to Carrah, to as late as the Hunic Invasions. And cavalry Archer Tactics would remain unused durring all of rome's years.
Roman Strengths/Bonuses:
Infantry (Auxillia) and Mechs (Leagons): +20% attack, +30% defence, mechs may use a half strength artillary attack (range 2, ammo 1). Mechs may form Testudo Formation (+90% Defence vs. Artillary, -50% attack, No-Indirect Attack Ability.)
Artillary (Archers), Rockets (Siegh), and Missles: +1 range.
Lander(Boarding ship): Direct Combat Units may attack and counter attack while onboard the lander (submerged subs always treated as unsubmerged for attack purposes). If 2 Mechs are on board, may attempt to capture enemy ship if both lander and mechs are at 10 HP (20% chance on normal ships, 15% on Kanbei's ships)
Weaknesses/Penelties:
Aircraft: -30% Attack Strength
Tanks (Cavalry): -10% attack Strength
AntiAir: -20% attack vs. Non-Aircraft.
Unique Unit: Urban Cohort w/ Legendary Eagle
Cost 15,000. Mechs w/ 30% better attack (indirect and direct), 40% better defence. x2 attack in city. Capture rate +20%. All friendly units within 2 of Urban Cohort get +1 Star worth of Defence (non stacking) for as long as they remain in range of 2. However, all units within range of 2 of Urban Cohort when urban Cohort dies loses 2 stars of defence (+ the additional loss of being next to the urban cohort if another is not within range) the loss of stars could result in a negative star terrain.
Combined Arms
Every CO in the game has some weakness in some form. Striking at these weaknesses should be a high priority of enemy tactics, as is the game’s nature. To prevent this you must cover these weaknesses at all costs. The best way to do this is by even more extensively accentuating the strengths of the CO in question. This reinforces my law of Strategy games: A unit is only as good as your ability to back it up. In doing this, we create what are commonly called ‘combos’ or using multiple units in our tactics to cover the weaknesses of one with the strengths of another.
General Combat Unit: Mechs
Hailed as "The" unit of Advance wars. Costing only 3000, and only having one counter (who counters only the mech), mechs are an ever viable option, and should make up the bulk of almost every army. Roman Mechs also boast stronger attack and defence, and come with a nice one shot support attack for those caught behind the lines of battle.
Cost Free 'Trash' Unit: Infantry
Costing only 1000, there is virtually no strain to creating masses of infantry, and infantry are usefull for filling out the battle lines, countering the ever potent mechs, and for destracting enemy fire/walling up. Roman infantry get a defence bonus to help them take less damage, and thus last longer, and to deal more damage out should a mech come along
Support Units: Artillary and Rockets
Now you may be asking "why do I need artillary if mechs supply support fire also?" Artillary, however, can do things that the mechs cannot, such as attack enemies behind the lines from a safe point, and can provide constant attacks instead of just a one shot deal. Roman Artillary's +1 range helps artillary hit from a safer distance, or hit a target further behind the enemy lines. The improved ranged rockets make good weapons to counter rockets (who inturn counter infantry), and previde long reaching firepower for a CO that needs it due to their weaker (but still usable) hard hitting reaction units.
Anit Air: Antiaircraft, Missles
While the roman Antiair is suggnificantly weaker than normal, it still retains its strength against aircraft. Roman Missles also have improved range, thus making them less cumbersome to use if you do choose so. Its a matter of preference I suppose, and thus I leave the choice up to you
-Summery-
Romans, with their strong infantry, and support all around with rockets, artillary, urbans, and themselves, mack a slower moving, but powerful none the less, force to stop.
Ancient Armies CO: Rome
by Gamer-man
Out of the Center of Italy, risen around the Etruscians, laid a small city named rome, that would one day spawn an empire that would shape the world of today drasicly, and who's massive yet long held territory would go unmatched even today (though others would take larger territories, those would only last a few years, rather than a few centeries).
Millitarily, Romans were often innovative, and very power millitarily. Giving Auxillia an important (if a bit sacficial) role, reequiping heavy infantry with swords rather than spears, plus a greater focus on bow useage and seige usage to weaken an enemy before the battle were highlights of the roman army. However their cavalry, while not being as poor as those of Gaul, germany, or of the Independent Greek City States, would be a weak point of their military from cathage carthage, to Carrah, to as late as the Hunic Invasions. And cavalry Archer Tactics would remain unused durring all of rome's years.
Roman Strengths/Bonuses:
Infantry (Auxillia) and Mechs (Leagons): +20% attack, +30% defence, mechs may use a half strength artillary attack (range 2, ammo 1). Mechs may form Testudo Formation (+90% Defence vs. Artillary, -50% attack, No-Indirect Attack Ability.)
Artillary (Archers), Rockets (Siegh), and Missles: +1 range.
Lander(Boarding ship): Direct Combat Units may attack and counter attack while onboard the lander (submerged subs always treated as unsubmerged for attack purposes). If 2 Mechs are on board, may attempt to capture enemy ship if both lander and mechs are at 10 HP (20% chance on normal ships, 15% on Kanbei's ships)
Weaknesses/Penelties:
Aircraft: -30% Attack Strength
Tanks (Cavalry): -10% attack Strength
AntiAir: -20% attack vs. Non-Aircraft.
Unique Unit: Urban Cohort w/ Legendary Eagle
Cost 15,000. Mechs w/ 30% better attack (indirect and direct), 40% better defence. x2 attack in city. Capture rate +20%. All friendly units within 2 of Urban Cohort get +1 Star worth of Defence (non stacking) for as long as they remain in range of 2. However, all units within range of 2 of Urban Cohort when urban Cohort dies loses 2 stars of defence (+ the additional loss of being next to the urban cohort if another is not within range) the loss of stars could result in a negative star terrain.
Combined Arms
Every CO in the game has some weakness in some form. Striking at these weaknesses should be a high priority of enemy tactics, as is the game’s nature. To prevent this you must cover these weaknesses at all costs. The best way to do this is by even more extensively accentuating the strengths of the CO in question. This reinforces my law of Strategy games: A unit is only as good as your ability to back it up. In doing this, we create what are commonly called ‘combos’ or using multiple units in our tactics to cover the weaknesses of one with the strengths of another.
General Combat Unit: Mechs
Hailed as "The" unit of Advance wars. Costing only 3000, and only having one counter (who counters only the mech), mechs are an ever viable option, and should make up the bulk of almost every army. Roman Mechs also boast stronger attack and defence, and come with a nice one shot support attack for those caught behind the lines of battle.
Cost Free 'Trash' Unit: Infantry
Costing only 1000, there is virtually no strain to creating masses of infantry, and infantry are usefull for filling out the battle lines, countering the ever potent mechs, and for destracting enemy fire/walling up. Roman infantry get a defence bonus to help them take less damage, and thus last longer, and to deal more damage out should a mech come along
Support Units: Artillary and Rockets
Now you may be asking "why do I need artillary if mechs supply support fire also?" Artillary, however, can do things that the mechs cannot, such as attack enemies behind the lines from a safe point, and can provide constant attacks instead of just a one shot deal. Roman Artillary's +1 range helps artillary hit from a safer distance, or hit a target further behind the enemy lines. The improved ranged rockets make good weapons to counter rockets (who inturn counter infantry), and previde long reaching firepower for a CO that needs it due to their weaker (but still usable) hard hitting reaction units.
Anit Air: Antiaircraft, Missles
While the roman Antiair is suggnificantly weaker than normal, it still retains its strength against aircraft. Roman Missles also have improved range, thus making them less cumbersome to use if you do choose so. Its a matter of preference I suppose, and thus I leave the choice up to you
-Summery-
Romans, with their strong infantry, and support all around with rockets, artillary, urbans, and themselves, mack a slower moving, but powerful none the less, force to stop.