The CO of an army has unique powers. These powers determine the strengths and weaknesses of each CO, heavily influencing gameplay. There are many types of powers. The most common type is damage modification. For example, Grimm's units get +30% on Offense, while getting -30% on defense (which means they deal 30% more damage when attacking but receive 30% more damage when attacked). Other powers include increased movement, healing of the side's units, and more exotic ones such as weather change.
Powers are either day to day, CO powers (COPs) or Super CO powers (SCOPs). Day to day powers are always active, while COPs and SCOPs can only be used when the CO's metre is charged. This is the metre:
Every time a side's unit does or receives damage in combat, that side's metre charges a little. When all the small bars are filled, the COP can be used while the SCOP can be activated when the metre is completely charged. Once activated the metre is reduced by the cost of the power, and will slowly recharged again. The COP/SCOP activates immediately and terminates upon the beginning of the next turn for the activating side. COPs and SCOPs can be very powerful and when correctly used can give a side a significant bonus for the turn, often enough to break through an opponent's defensive wall or turn the tide of battle when losing ground.
(April 27th, 2016, 08:23)BRickAstley Wrote: Sike, they wanted to ban Sonja! It isn't a problem though, we were also heavily considering Hawke + Eagle, so we're just going to go with that.
Good to have a backup plan
I'm taking Hawke:
Day to day: +10% damage on offense for all units
CO Power: Black Wave (5 stars) -- All enemy units lose -1 HP, and your own units gain +1 HP
Super CO Power: Black Storm (9 stars) -- All enemy units lose -2 HP, and your own units gain +2 HP
With the usual banning Hawke is in Tier 1. Good day to day power with a 110% multiplier to attack damage (counter-attack damage is determined by defence), and his CO Powers are strong, and even more so when the number of opponents increase and as the game goes along. The only disadvantage he has is that the powers take longer than average to charge so the enemy will likely get his shot in first. But after taking a hard knock he can activate his SCOP and turn the tide (damage dealt is proportionate to HP) with up to a net 4HP swing.
Eagle (Japanese: イーグル) is the commander-in-chief of Green Earth.
CO Ability Summary
Eagle receives a 15% attack boost and 10% defense boost with Air Units. In addition, his air units burn two less fuel per turn. However, his Naval Units are 30% weaker than the baseline. His Land Units have no special bonuses or penalties.
Power: Lightning Drive -- Boosts Air unit attack by 5% and defense by 10%
Super: Lightning Strike -- Boosts Air unit attack by 5% and defense by 10%. All non-footsoldier units may move and fire again even if built this turn (use this power after moving!)
Strong air, weak sea. Build tons of battle copters, don't build a lot of naval units. My super power lets me basically have two moves in a single turn, great for blitzing people out.
(April 27th, 2016, 10:02)ipecac Wrote: All units have 10 HP. When the HP is reduced to 0, the unit is destroyed. A side's units can be repaired by waiting inter-turn on an city or base owned by the base (base for land units, ports for ships and airports for aircraft), but at a rate of 2HP/turn and at a cost of 10% of the unit cost/HP.
Is this worth while? It sounds like you have to pay basically full cost for a plus a lot of time to get a 1 HP unit back from the grave.
(April 27th, 2016, 10:02)ipecac Wrote: All units have 10 HP. When the HP is reduced to 0, the unit is destroyed. A side's units can be repaired by waiting inter-turn on an city or base owned by the base (base for land units, ports for ships and airports for aircraft), but at a rate of 2HP/turn and at a cost of 10% of the unit cost/HP.
Is this worth while? It sounds like you have to pay basically full cost for a plus a lot of time to get a 1 HP unit back from the grave.
It depends. A 1HP unit? Yeah that usually won't be worth it. A 6-8 HP unit? More likely so. It's also dependent on your per turn production capacity. If you have just 2 bases, you're not going to be able to put out a flood of units by any means. Healing injured units will make a significant difference on your total army size. If you have 10 bases then being injured means you've just earned yourself a ticket to the front line, soldier! Also you can only produce units from bases, but you can heal units on cities. And usually, you'll have cities closer to the front lines than your bases, so you won't lose time travelling.
In the 4p FFA we've got going, I've had some units retreat to heal, and I've had units just go further into the front lines until finally dying instead of consciously bringing them back to heal. It's all dependent on the specific situation.
(April 27th, 2016, 10:02)ipecac Wrote: All units have 10 HP. When the HP is reduced to 0, the unit is destroyed. A side's units can be repaired by waiting inter-turn on an city or base owned by the base (base for land units, ports for ships and airports for aircraft), but at a rate of 2HP/turn and at a cost of 10% of the unit cost/HP.
Is this worth while? It sounds like you have to pay basically full cost for a plus a lot of time to get a 1 HP unit back from the grave.
Just to add to Brick's reply: quite often fighting takes place around cities, and putting a unit on a city gives it a defense bonus. So the 20% healing/turn is rather useful in such situations.
(April 27th, 2016, 13:28)BRickAstley Wrote: Game has started!
BRickAstley (Eagle of Orange Star) & ipecac (Hawke of Yellow Comet)
VS.
Fenn (Eagle of Blue Moon) & Bobchillingworth (Sami of Green Earth)
Eagle mirror matchup.
I like it. My B-copters will match Fenn's day to day, while their navy will be weak. Bob has weaker AA and this should count given that youll be spamming copters. We just have to watch for Sami's SCOP and +1 transport movement.
If i'm reading the map right, he could have a loaded T-Copter 1S of the base on turn 6.... You can't drop from a tcopter onto adjacent land if the tcopter is over an ocean square, right?