Ok, so yeah, I had badly misunderstood how the attack and defense values worked :
But maybe multiplying HP by the attack values might be still useful as a general "rule of thumb" for effectiveness ..?
Anyway, now to the highlight of the show : the Tactical Nuke Monitor !
I'll leave the whole story with screenshots to the (future) AAR (managed to get it by round ~80), but it works pretty darn well !
Wiping whole stacks at once with its 100 attacks per combat round !!
However, it also *really* doesn't work like a tank - in fact more like a rocket/missile artillery ?
(This is probably why the manual describes it as "This Tech allows you to design Artillery models that can launch small
EDIT : It still uses the Tank Tactics, rather than the Gun Tactics Commander skill.
First, on offense, it doesn't suffer the "Attack startup modifier" of -37% the first round and -25% the second round that the other tanks do.
No, wait, FIRST : it only fires for one round, then immediately retreats !
Even if it managed to let out all of its 100 attacks without suffering a retreat or kill hit, it does a "Special Unit Retreat" at the end of it.
Then, it never seems to be able to counter-attack ?
Also, since it's 100 attacks, you eventually get into diminishing returns attacking a small number of low "max attacked" value units (which seems to come from size and weight).
The monitor itself, as you could expect, gets huge values there (32 for mine).
And since the combat round happens by all the units doing their first attack, your monitor better have thick enough plating to get hit as few times as possible by all those attacking units !
Then comes the second "phase" where your monitor attacks, but the enemy units (get a chance to ?) counter-attack.
Then the "third phase" where it can attack freely without any counter-attacks left (but there you start to get into those diminishing returns).
I first tried with only a single TacNuke Monitor subunit in a battlegroup with 2 infantry "tokens" (before I was sure about the extra penalty on HP that units with less than 3 subunits get), but it regularly got "denied" during "phase one or two" by medium-sized enemy stacks (battlegroup's -15% to combat certainly didn't help !). It worked much better with 3 TacNuke Monitor subunits !
It gets worse on the tactical defense : despite in theory having a defense value for both hard and soft tactical attacks... it doesn't seem like the tacnuke monitor is even able to fire ! (Considering that the AI attacked me with ridiculously tiny units which didn't get wiped out, and even managed to kill an artillery truck.)
It's actually even worse : one really nice thing about only one round of attack, is that it only seems to consume one round worth of fuel ! And since the monitor consumes 13 times more than my light tank model...
But when on operational defensive, the tacnuke monitor seemingly spends its time driving all the 10 rounds of combat in circles, while the enemy spends their time playing "shoot the nuclear duck" ? (Hopefully it can still provide "body" protection for some time for the "backline" units, but I'm not even sure it does...)
Anyway, the result is that when defending alone (or almost alone), the result is a loss, and all the fuel in the tanks is spent.
Also, it doesn't actually seem to use *any* radioactives when firing, I thought that it was because with only 1 or 3 subunits the consumption might have been rounded down to 0, but maybe that's not the case ?
Ok, I think that's it ?
Still, at least a picture of the "Terrorizer Mk.1" seems to be warranted :
And design logs :
EDIT : Right, the cost : 209 Metal, 192 IP, 5 Machinery... and 872 fuel, only for filling it up the first time !
< Message edited by BlueTemplar -- 3/27/2021 4:52:37 PM >