Post by GamerMan on Mar 21, 2005 20:24:53 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... GREECE!!!
Ancient Armies CO: Greece
by Gamer-man
From the lands between the Adriatic and Aegan Seas, came the Greeks, a group of city states who's commerce, culture, colinsation, and philosophy would remain the basis of western civilisation.
Militarily, the Greeks relied very heavily on their hoplites, a heavily armored infantry man who carried spears into combat, and remained in a disiplined box, called a phalanx. After reforms by Macedonia, those city states that remained independent (Crete, Sparta, and Syracuse being the main ones) often saw the need to reform their armies, but rather than bring in cavalry like the Macedonians did, then noted the importantce of longer range combat, and adopted pilum throwers into their armies.
Greek Strengths/Bonuses: Mechs (Hoplights): Face a certain way, have a front, flank, and rear. +30% attack from front (user attacks always front facing), +80% defence from front, -10% from flank, normal from rear. If sporting mech is at rear, may push enemy unit one square backwords if that square if empty.
Artillary (Pillum Throwers): -1 Range, x2 attack
Battle Ships: 3X ammo
Subs: Cannot submerge, may "ram" ships, cutting their HP in half (rounded up), and dealing 2x the HP to enemy ships. (eg. Sub with 7HP, rams, loses 3 HP but deals 6HP worth of damage to enemy).
Weaknesses/Penelties:
Aircraft: -30% attack strength
Tanks (Cavalry): -30% attack Strength
AntiAir: -10% attack vs. Non-air
Unique Unit: Spartan Hoplight
Cost: 15,000. Hoplight with 20HPs, damage is delt as though units had 10HP at all times (20HP spartan has same attack as 1HP spartan).
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 5000, 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. Greeks have Excellent Mechs, and may even build their entire army around them. The pushing allows you to have one mech behind the other, and to push the enemy back allowing the mech directly behind to move forword and get in a hit.
Support Units: Artillary
Though not necissary, the extra support for the Mechs can be used well occasionally, and they do work well at chokepoints. The added bonus teh greeks get could help if you do want to use them
Anit Air: Antiaircraft
While the greek Antiair is slightly weaker than normal, it still retains its strength against aircraft.
-Summery-
Greeks, with their strong Mechs, and the option for Artillary and Spartans make them a strong culture to use if you do choose so.
*NEW* Possible CO powers.
xxXXXX
Athenian Merchants: Every Port gives you 5000 gold
Spartan Spirit: All Spartans double HP, have 100% Defence for one turn.
Ancient Armies CO: Greece
by Gamer-man
From the lands between the Adriatic and Aegan Seas, came the Greeks, a group of city states who's commerce, culture, colinsation, and philosophy would remain the basis of western civilisation.
Militarily, the Greeks relied very heavily on their hoplites, a heavily armored infantry man who carried spears into combat, and remained in a disiplined box, called a phalanx. After reforms by Macedonia, those city states that remained independent (Crete, Sparta, and Syracuse being the main ones) often saw the need to reform their armies, but rather than bring in cavalry like the Macedonians did, then noted the importantce of longer range combat, and adopted pilum throwers into their armies.
Greek Strengths/Bonuses: Mechs (Hoplights): Face a certain way, have a front, flank, and rear. +30% attack from front (user attacks always front facing), +80% defence from front, -10% from flank, normal from rear. If sporting mech is at rear, may push enemy unit one square backwords if that square if empty.
Artillary (Pillum Throwers): -1 Range, x2 attack
Battle Ships: 3X ammo
Subs: Cannot submerge, may "ram" ships, cutting their HP in half (rounded up), and dealing 2x the HP to enemy ships. (eg. Sub with 7HP, rams, loses 3 HP but deals 6HP worth of damage to enemy).
Weaknesses/Penelties:
Aircraft: -30% attack strength
Tanks (Cavalry): -30% attack Strength
AntiAir: -10% attack vs. Non-air
Unique Unit: Spartan Hoplight
Cost: 15,000. Hoplight with 20HPs, damage is delt as though units had 10HP at all times (20HP spartan has same attack as 1HP spartan).
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 5000, 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. Greeks have Excellent Mechs, and may even build their entire army around them. The pushing allows you to have one mech behind the other, and to push the enemy back allowing the mech directly behind to move forword and get in a hit.
Support Units: Artillary
Though not necissary, the extra support for the Mechs can be used well occasionally, and they do work well at chokepoints. The added bonus teh greeks get could help if you do want to use them
Anit Air: Antiaircraft
While the greek Antiair is slightly weaker than normal, it still retains its strength against aircraft.
-Summery-
Greeks, with their strong Mechs, and the option for Artillary and Spartans make them a strong culture to use if you do choose so.
*NEW* Possible CO powers.
xxXXXX
Athenian Merchants: Every Port gives you 5000 gold
Spartan Spirit: All Spartans double HP, have 100% Defence for one turn.