                             Concept : Land Units

NAME
   Land-units - How to use land units

Level: Basic

Land  units  are organized collections of mil (militia). They are considerably
more effective and cost-efficient than militia, and have many extra abilities.
With the addition of land units, mil are now more or  less  considered  to  be
militia instead of military, and are less important.

The  way  that military are incorporated into units are that the mil are load-
able commodities of the unit.  The offensive or defensive

Commands for land units are generally similar to those  of  planes/ships,  and
will usually start with 'l'.

Land unit characteristics

Land  units  have  some  characteristics  of  both ships and planes, plus some
unique ones. Like both ships & planes, they have efficiency & mobility.   Like
ships,  they can carry cargo, and may be able to fire guns at distant targets.
Like planes, they have attack and defense values, and may be able to act auto-
matically to defend your country.  Let's look at a typical land unit:

   [##:##] Command : land *

      # unit type          x,y   a   eff mil frt  mu  fd tch retr xl ln carry
      0 inf   infantry     8,0       96% 100   0  93   1  50  42%  0  0
   1 unit

This land unit is an infantry unit, located at 8,0. In many  games,  you  will
start  with 1-2 basic land units of this type. Some of the things about it are
familiar. It is 96% efficient, has 93 mobility units, carries 1 food,  and  is
tech  50  and  currently  contains 100 mi. It carries 0 extra-light planes and
land units, and is not on a ship. The 'a' stands for army, and  is  just  like
fleets  or wings, i.e. a way of grouping your units. (See info "army" for more
information) Frt is the level of fortification of the land  unit.  The  higher
the fortification, the harder the unit is to hurt.

The  'retr'  stands  for retreat percentage. This land unit must begin rolling
morale checks in combat whenever its efficiency goes below 75%. This  is  user
settable  in  a  range  determined by the happiness of the owning country. The
happier your people are, the more determinedly they fight. If,  on  the  other
hand,  you "want" the unit to retreat easily, you can set this to 100% or some
other high number. (For information on setting this, see  info  "morale".  For
information on morale checks, see info "Attacking")

Cargo

Each land unit can carry cargo. The cargo display for land units is very simi-
lar to that of ships, and is gotten with the "lcargo" command.

   [##:##] Command : lcargo *

   lnd# unit type     x,y    a   eff  sh gun pet irn dst bar oil lcm hcm rad
      0 infantry      8,0        96%   0   0   0   0   0   0   0   0   0   0
   1 unit

The  land unit is not carrying anything. Potentially, land units can carry any
of the commodities listed above. Unlike ships, they cannot carry mil, civs, or
uw's. Land units are loaded and unloaded using the lload command, which  works
pretty much like the load command for ships. (See info "lload") Units on ships
can transfer supplies to/from the ships with the "ltend" command.

HQs & Building land units

Like  planes  and  ships,  land  units  are built in special sectors. For land
units, the sector is the  headquarters  sectors,  designation  !.  Like  other
units, they may require hcms and lcms, and will generally require money.

Some  land  units  may require guns to build. All this info can be gotten with
the "show" command.

   [##:##] Command : show land build

                             lcm hcm guns avail tech  $
   inf   infantry             10   5    0    40    0  $500

The infantry unit takes a total of 10 lcms, 5 hcms,  and   0  guns  to  build.
Like ships and planes, units are built at a lower percentage, and 'grow' up to
100%,  and  any  unit  with an efficiency of less than the build percentage is
dead. For land units, this minimum efficiency is 10%.  The build  requirements
for  land  units,  like those listed above, are for a 100% unit. Thus, the in-
fantr1 would require 1 lcm  and  .5  hcms  (Fractional  amounts  are  randomly
rounded...  i.e.  .5 has a 50% chance of being 1 or 0. It'll all even out over
time)

When 'growing', land units require materials which must be present in the sec-
tor. The amount of growth is calculated in the same fashion  as  planes/ships.
Generally a land unit can grow by up to 2x the ETUs per update. (See the "ver-
sion"  command  for exact maximums, as these are deity-settable) So, for exam-
ple, in a 32 ETU game, a land unit could possibly grow by 64% per update.  For
the  infantry  unit shown above, this would require 6.4 lcms and 3.2 hcms.  If
any of these things aren't present in the sector, the unit  won't  gain  effi-
ciency.

Repair of Land units

Ships  can  repair themselves in any sector, and can use work from their crew,
or from a harbor they are in. Planes can only be  repaired  in  airports,  and
only  use  work  from  the  airport.  Land  units can be repaired in HQs or in
fortresses, and use the work of the HQ or fort.  This  means  that  front-line
units in forts will repair themselves each update, assuming that the necessary
materials  and work are available. They can also gain efficiency in other sec-
tor types, but at a much reduced efficiency (1/3rd normal gain)

Land unit statistics

Each land unit has certain vital statistics which show how  it  will  operate.
These are obtainable from the show command:

   [##:##] Command : show land statistics

                                          s  v  s  r  f  a  d  a  a  x
                                          p  i  p  a  r  c  a  m  a  p
                             att def vul  d  s  y  d  g  c  m  m  f  l
   infantry                  1.0 1.5  60 23 15  2  1  0  0  0  0  0  0

The infantry unit has an attack multiplier of 1.0, and defensive multiplier of
1.5.  It  has a vulnerability rating of 60, a speed of 23, a visibility of 15,
spy value of 2, reaction radius maximum of 1, no firing range, no accuracy, no
firing damage, uses no ammo, has no  AA  fire,  and  can't  carry  extra-light
planes.

When  attacking, a unit's value is expressed in 'mil-equivalents', i.e. 1 mil-
eq is as strong as 1 mil. To find a unit's attack value, find  the  number  of
mil currently in it, and multiply by the attack multiplier and efficiency.  In
the   case  of  our  infantry  unit  the  unit  has  an  attack  value  of  96
(100*1.0*.96), and a defense value  of  144  (100*1.5.96).  Some  units,  like
tanks,  will  have  high  attack  multipliers, and medium defense multipliers.
Some, like most infantry, will be better at defending  than  attacking.  Some,
like artillery units, will be bad at both.

As  time  goes  on, and your tech increases, the stats of your land units will
get better.  This reflects the technological breakthroughs you  have  made  in
that you can now build better units of the same type.

The  vulnerability  of  a  unit  determines how easy it is to hurt the unit by
shelling it, bombing it, or when it encounters land mines. The lower the  vul-
nerability, the better. Values range from 1-100.

Spd  is  the relative speed of the land unit. Land units move by marching (see
info "march"), and use mob depending on their speed and the terrain  they  are
moving through. For more info and formulas, see info "march".

Vis  is  the  visibility  of  the unit. This is a measure of how easy it is to
see/detect the unit. Lower is harder to see, and the numbers  can  range  from
1-100  or so. When a land unit tries to use the "llookout" command to look for
enemy land units/planes, its chances of success are  affected  by  the  target
units' visibility (see info "llookout" for more details).

Spy is the other side of the equation, i.e. how well can the unit find things?
A unit with a low spy won't be very good at locating other units, and won't be
able to report much when it encounters them in battle. A high-spy unit will be
able  to  use  the "llookout" command with more chance of success, and will be
able to more accurately report information about the units  it  runs  into  in
battle.  (See  info  "Attacking"  for  information about intelligence reports)
Units with radar capacity also use their spy value to determine how  far  they
can see. Spy values range from 0-127, with low numbers being most common.

Don't  confuse  this spy value with the "spy" capability of a unit.  See "info
"Spies"" for more information.

Rad is the maximum reaction radius for the unit.

Frg is the unit's firing range. The unit can fire as far as the frg,  modified
by  the  unit's tech. Accuracy is the unit's firing accuracy, and helps to de-
termine how much damage it will do, along with the dam of the unit. When  fir-
ing  at  sectors, damage is based solely on the damage. When firing in defense
of a sector, or firing at ships, damage is based on both acc  and  dam.   (See
info "fire" for more information)

Ammo  is the number of shells a land unit uses every time it fires or partici-
pates in combat. If the unit does not have enough shells when  firing,  damage
will be reduced proportionately. If a unit does not have enough shells in com-
bat,  it will be out of supply, and have its combat strength cut in half. (See
info "supply" and info "Attacking" for information on supply and  how  it  af-
fects combat)

Aaf  is  the  unit's  anti-aircraft fire value. The higher the value, the more
damage the unit will do to planes flying overhead.

Xpl is the number of extra-light planes the unit can carry. Planes can operate
from a land unit in the same fashion as if it were a carrier.   Normally,  ex-
tra-light  planes are SAMs, so units can carry SAMs for air-defense. This par-
ticular unit can't carry any.

Land unit capabilities

There are many different capabilities that land units may have.  They  may  be
seen with the show command:

   [##:##] Command : show land capability

                             capabilities
   infantry                  5f light assault

The command shows the cargos the unit can carry (5 food in this case), and its
abilities. See info "Unit-types" for a complete description of the various ca-
pabilities.

Moving

Land  units  move  with  the "march" command, which is pretty identical to the
navigate command. Marching units can run into land-mines, be interdicted, etc.
See info "march" for more information. See info "mission" for  information  on
interdiction.

Units & ships

Each  type  of  ship  is rated on the number of land units it can carry.  Land
units that are 'light' can be loaded onto ships using the normal  "load"  com-
mand  (see  info "load"). Units that also have the 'assault' ability (see info
"show" and info "Unit-types" for explanations of abilities) can be used in as-
saulting sectors. (See info "assault")

Supply

Units need supplies in order to attack.  See info "supply".

Fortification

Land units are able to "fortify" themselves  to  better  resist  damage.  Each
point  of mobility spent increases the fortification level by 1, up to a maxi-
mum equal to the maximum mobility of a land unit. A fully fortified unit takes
one half the normal amount of damage. Fortification  is  lost  when  the  unit
moves  or retreats. (Note that a reacting defending unit "can" have a fortifi-
cation value. This is an abstraction) Read info "fortify" for more details.

Looking

Land units can use "llookout" to look around. This command is analogous to the
look command used by ships. When llooking, land units have a  chance  to  spot
other  land units and also planes. Recon units tend to have better spy values,
and so are better at this.  (See info "show" and info "Unit-types" to find out
more about recon units)

Radar

Some units can use the "lradar" command. This command  works  like  the  radar
command.  Radar range is determined by the unit's spy value.  (See info "show"
and info "Unit-types" to find out more about radar units)

Engineers

Some land units have the 'engineering' ability. These  units  can  do  several
things.  Engineers  are  the  only units that can lay land-mines, and the only
units that can sweep them when moving (like a  minesweeper).  Attacking  engi-
neers  also halve the defender's mine bonus. Engineers can also use the "work"
command, which allows them to raise sector efficiency. (See info "work")  They
also tend to be quite expensive.

Attacking & defending

Info  "Attacking" has a complete treatment of this, but I will summarize here.
When you decide to attack a sector, you can use mil and  units  from  adjacent
sectors.  The attack value of your forces is the combined attack values of all
attacking land units, plus the number of mil coming in from adjacent sectors.

The defense value is equal to the mil in the defending sector,  plus  the  de-
fense  values  of any defending units in the sector, as well as any that react
and move there.

Friendly ships/forts/artillery units/planes can contribute "support".  Support
starts  at  1.0.  Each  friendly ship/fort/artillery unit/ plane that can help
adds its damage/100 to the support. For example, if you were attacking a  sec-
tor,  and  a friendly battleship was close enough to fire there, it could sup-
port you. If it would normally do 23% damage when firing, it  would  add  +.23
support, making your support number 1.23. The enemy also gets support from all
his stuff.

When  all  support  is totaled, the attacker strength is multiplied by the at-
tacker's support to get the total  attacker  strength.  The  defender's  total
strength  is  determined similarly. Both sides have their strength modified by
the terrain. (show sector stats will show the defensive value of a sector)  He
can also get support by having mine-fields in the sector (see info "lmine" and
info  "Attacking"  for more information). Planes support only if assigned to a
support mission. See info "mission" for information on support missions.

Combat is done fairly normally, with a series of rolls for attacker/  defender
casualties,  until  one side is dead or retreats. Land units take damage after
all mil on their side are dead, and each 'hit' on a land unit does 1 mil  dam-
age.  (Therefore, a unit that takes 100 mil to build would take 1% damage when
it suffers a casualty. A unit that takes 50 mil would take  2%,  etc)  When  a
land unit's level of damage taken in a battle reaches it's 'retreat level', it
must begin taking morale checks. When it fails one, it will retreat.  Retreat-
ing attacking units go back to the sector they came from. Defending units will
attempt  to  retreat  to an adjacent owned sector. If there are none, the unit
will take extra damage and continue fighting.

If the attacker wins, he captures the sector, and his mil/units will move into
the sector if he ordered that. If the defender wins a combat, his units in the
sector stay there. His reacting defending units that did  not  fail  a  morale
check  return to their starting point. Defending units who started in the sec-
tor stay in the sector.

In both cases, retreated units end up in the sector they retreated to.

Units and retreating

Ships can use the "retreat" command to specify when and how they will run away
from trouble. Land units use a similar  command  "lretreat"  to  do  the  same
thing. See info "lretreat" for more details.

SEE ALSO
   Unit-types, show, supply, LandUnits

