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 Ground Invasion / Planetary Capture

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TheChin!
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PostSubject: Ground Invasion / Planetary Capture   Wed 29 Apr 2009, 15:13

This forum thread seems to give an pretty detailed look on how to maximise your chances for planetary invasions.

As was extensively discussed in our old forums, planetary invasions are not easy. There is an unfortunate design element in the game that makes weapons platforms unable to be targeted seperately from cargo and population. What this usually results in is that invasion fleets tend to glass the planet before all resistance is eliminated, leaving nothing to invade. Even with careful planning, it is possible to wipe out the population. Balance Mod has some tweaks to partially alleviate this, but it is still a possibility.

There is/was also a bug with fighters being part of task forces as seperate units (instead of being attached to carriers) which would screw up formations. After the latest patch (1.77) I'm not sure if it is still an issue or not. if anyone gets around to testing it before me, let us know the results.

The thread I mentioned in the first paragraph has a 3 fleet method, but there is also a two fleet method that I am trying to track down, I'll post it to this thread when I find it.
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PostSubject: Re: Ground Invasion / Planetary Capture   Wed 29 Apr 2009, 16:53

OK, here are the two custom strategies that the other thread came up with. Two fleets that eneter the target hex one after the other. This can be tricky as in simultaneous mode, you can't just micro-manage fleet arrival. You have to make sure the Bombardment fleet arrives before the Capture Fleet. One way of doing this is to send the fleets to staging hexes nearby the planet and then give them orders at the same time. As long as the the Capture fleet starts one hex further than the Bombardment fleet, it should get there second. What happens is the Bombardment Fleet arrives during one movement tick and inititates a combat, hopefully pacifing the planet. Then, on a subsequent tick, the Capture fleet arrives starts a combat and hopefully can survive a close approach and troop drop. It is interesting to note that when the Capture fleet arrives, the Bombardment fleet will still be in the hex and will participate in combat, but with it's defensivce strategy! This can be utilised to your advantage as long as you create or use a defensive strategy that won't send more fire down on the planet. You could use the defensive strategy to cleanup any remaining fighters and ships. At least in theory. Anyway, here are the strats:

Invasion - Bombard Enemy Planet

Movement Options
Break Formation Immediately: FALSE
Break Formation If Core Ships Lost: TRUE
Reload Supplies During Combat If Needed: TRUE
Reload Ordnance During Combat If Needed TRUE
Drop Troops On Enemy Planets: FALSE
Capture Enemy Ships: FALSE
Launch All Units During Combat: TRUE

Retreat Settings
Retreat Movement: Stay near planet
Do Not Leave Sector Until Defeated: TRUE

Retreat When
Warp Point Assault: Never
Warp Point Defense: Never
Colony Defense: Never
Base Defense: Never
Attacking: Never
Defending: Never
All Weapons Damaged: TRUE

Targeting Priority Order
Target Type
Target Type
Target Type
Target Type
Target Type

Target Type Order And Settings

Weapon Platform
Engage Distance: Long Range
Damage Amount: 100%

Planet With Colony
Engage Distance: Long Range
Damage Amount: All Weapons Gone

All Others
Engage Distance: Do Not Engage
Damage Amount: 100%


Invasion - Capture Enemy Planet

Movement Options
Break Formation Immediately: FALSE
Break Formation If Core Ships Lost: TRUE
Reload Supplies During Combat If Needed: TRUE
Reload Ordnance During Combat If Needed: TRUE
Drop Troops On Enemy Planets: TRUE
Capture Enemy Ships: FALSE
Launch All Units During Combat: TRUE

Retreat Settings
Retreat Movement: Move away from danger in a group
Do Not Leave Sector Until Defeated: TRUE

Retreat When
Warp Point Assault: Enemy 50% of our strength
Warp Point Defense: Enemy 50% of our strength
Colony Defense: Enemy 50% of our strength
Base Defense: Enemy 50% of our strength
Attacking: Enemy 50% of our strength
Defending: Enemy 50% of our strength
All Weapons Damaged: FALSE

Targeting Priority Order
Target Type
Target Type
Target Type
Target Type
Target Type

Target Type Order And Settings

Planet With Colony
Engagement Distance: Medium Range
Damage Amount: All Weapons Gone

All Others
Engage Distance: Do Not Engage
Damage Amount: 100%

I extracted these strategies from a saved game by the user Inigma in this
thread on SpaceEmpires.net. At the time and using SE 1.74 I replayed his saved game and saw the invasion succeed. I don't rememebr the specifics of the planetary defense, so your mileage may vary. But this should work on pushovers like HPD.
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