posted 05-06-99 11:24 PM ET
alienz:All units have three ratings: weapons-armour-movement, e.g. 1-3-1 for your standard Plasma Sentinels.
The fact that the computer calls a unit a "Defence" unit doesn't mean that's all you can use it for, it just means that this is what the unit will be best at. It also means that the AI is likely to use units like that for defensive purposes, and will only attack with them if it's desperate.
When units attack each other, the combat system matches the attacker's weapons rating against the defender's armour rating. A unit rated, say, 6-4-1 has a weapons rating of 6 and an armour rating of 4. So, if that unit attacked another unit that was rated 4-6-1, the weapon and the armour would be evenly matched (6 against 6 and 4 against 4). So you can see that a defender that is rated 1-12-1 has much more chance of withstanding an attack than one that is rated 12-1-1, despite the higher weapons rating, since the weapons rating won't help a unit to defend itself. Other factors are taken into account, such as each unit's morale level and also where it is, i.e. is it in a good attacking or defending position.
To defend bases, build units with the best armour rating you can afford. If you want to give the defenders a chance of *also* killing off any attackers, give them as good a weapons rating as you can afford, too, but the critical figure for defenders is the armour rating.
You need also to consider special abilities for defenders, depending what they're defending against. For example, if you're getting hassled by mindworms, build defenders with the Trance special ability (bonus against Psi attacks), if you're being attacked by fast enemy units (e.g. Rovers), build defenders with the ECM comm jammer ability, and if you're being attacked with planes or missiles, build defenders with the AAA (anti-aircraft) bonus. They are more expensive but well worth it, and become vital once missiles and 'copters start flying.
Base facilities are also vital for good defence. Perimeter Defenses, Tachyon Fields and Aerospace Complexes all provide defensive bonuses.
Artillery isn't my favourite kind of unit, and I usually only build these units if I need to take out a sensor that's guarding a base. However, artillery units can make quite a difference if you spend a few turns constantly bombarding a base before sending in your ground forces, as the defenders will be weakened and it can give you quite an edge, especially if the defenders are stronger than your attackers (i.e. they have better armour than your best weapon). Artillery only reduces the defenders' strength by a percentage (can't remember what the maximum is, sorry!), but that reduction does make a difference.
Hope this helps
Nell