This is a continuation of those talks and on the recent discussion on threads Navy Armys costs and Offensive Air Wings costs
Recently there was a war in Fearless Blue:
Main defender country `Intramuros`
Attacker countries:
- FB La Locarna
- FB La Perlamo
- FB La Clockwork Orange
Overall numbers
All waves
Few things to keep on mind:
* The attacked was an experienced player
* Attacker unit (weapon/ammo) was most of the times 30-50 points higher than defender target.
DEFENDER setup per country
Federation countries
- There were 4 countries within interceptor range
- All four countries had the same defense setup
- Total defenders costs were 40T aprox
| DEFENSE UNIT | weapons | ammo | TOTAL COSTS |
| helicopters | 8.450 | 845.000 | |
| interceptors | 8.000 | 800.000 | |
| Stealth Bombers | 2.550 | 306.000 | |
| Anti aircraft missile batteries | 37.770 | 1.550.800 | |
| Defensive missile batteries | 38.750 | 1.550.000 | |
| Missile interceptor batteries | 38.750 | 1.550.000 | |
| Armored Vehicles | 9950 | 298.500 | |
| Artillery | 5.000 | 250.000 | |
| Tanks | 12.000 | 610.000 | |
| 10T aprox |
ATTACKER setup
defenses
I had twice their defensive weapons and 8 times their interceptor/helicopters per country. Additionally, to keep my defense units (garrisons, military units, etc) and 100 offensive units I could not relay on 30-40 supply units like they did. I have to stick with 100 large supply units for fast replenishment.
I found important to create 'windows' on their defenses before their units are replenished. I need to make multiple waves of attacks and all my LRD needs fast replenishment.
Regardless of this ! Let's say I had their same defense setup, which would have cost me 10T.
I had 3 countries involved in the war so that makes it 10 * 3 = 30T
Offensive Weapons ... minimum of
| OFFENSIVE UNIT | weapons | TOTAL COSTS |
| OAAMB | 564.000 | 143T |
| MRMB | 659.000 | 204T |
| 347T | ||
Offensive Ammo
I considered here the default ammo required to create 200 Long Range Division of 900 OAAMB / 1096 MRMB. Since that is the amount of LRD I used initially. But clearly I used more ammo, therefore the attacker had more costs.
| OFFENSIVE UNIT | weapon Ammo | TOTAL COSTS |
| OAAMB | 7.200.000 | 25.2T |
| MRMB | 8.768.000 | 33.7T |
| 58.9T | ||
Total COSTS of Weapons / Ammo
| def weapons/ammo | off weapons | off ammo | TOTAL COSTS |
| 30T | 347T | 58.9T | |
| 435.9T | |||
These were the total costs of the ammo used to create 200 LRD.
And the total costs of the OAAMB/MRMB lost. However, naturally, I had to have more than weapons to reactivate faster. Clockwork Orange still have 800k each actives, but let's keep the conversation within the weapons lost for now.
So, at this moment we have:
Defender: 40T costs
Attacker: 435.9T costs
I would like to share some "fun" moments here
I threw 246/308 oaamb/mrmb within the same game month. 100 large supplies on 2 different countries were replenishing 150-175 LRD as fast as I could.
If I look at the defenders numbers, they tell me I destroyed 37% of the federation defenses, but at the expense of 246/308 oaamb/mrmb.
Should I have had 200 large supplies per country and a total of 1m oaamb/mrmb to take 100% of federation defenses?
Am I the only one getting crazy when saying 1m oaamb/mrmb? Which is not even a guaranteed number cause we are assuming they don't replenish at all.
However the defender can have more weapons/ammo and replenish at the expense of 3.5T to duplicate the ammo needed and 6.5T to duplicated the weapons needed. While 1m oaamb/mrmb would be 565T lol
Another " great" moment
On this month I was able to clean the federation helicopters. And to my surprise (?) I was not able clean the remaining defenses EITHER.
Since I killed the helis, it was not an option to user Air Force to destroy DMB/MIB. Besides, AirForce is completely useless/broken.
So after cleaning federation from Helis I naturally continue with land forces.
oaamb/mrmb, frigates, cruisers were useless. 100k oaamb/mrmb did almost no damage while the federation had 0 helicopters.
It is my impression that DMB (Defensive Missile Batteries) are shooting BEFORE the opponent unit attacks. And DMB should fire AFTER the opponent unit shots.
Documentation link
As per documentation :
Defensive Missiles batteries are effective against missile batteries that are used in an attack. If your enemy is using Medium range missiles or cruise missiles against a target that is defended by defensive Missile Batteries, these batteries will fire against the attacking weapons and try to destroy them. The result may be that the target you try to defend is damaged or destroyed by a cruise or other missile. At the same time, the defensive missiles may destroy some of the cruise missile batteries.
Each defensive missile battery will shoot several missiles as a response to each attack round
Conclusions ?
- Attacker needs a minimum 10 TIMES trillions than defender. Minimum cause it ended not breaking the defense.
- The amount of real life in months time and empire size to make twice the Attacker had in most times 30-50 more quality points than defender target
- A wave of 300k OAAMB/MRMB within a very short period of time, while it killed a bunch of units it made literally no effect in the war. Because opponent kept replenishing his units too. Which makes sense, but the killing ratio for the attacker is extremely low with current game engine.
- Having +400k OAAMB/MRMB active along with defense units generates the attacker country a game monthly loss of -2.5T minimum
- War is up for 11 game months already. Even if we avoid the previous months as preparation for war we have 11 * -2.5T = - 27.5T * 3 countries = -82.5T
- attacker costs mentioned ( > 694T ) is A LOT. By losing -7.5T per game month, you want to be sure you have enough cash in reserves for more months. In other words it is -45T per real life day.
- A simple war between "experienced" players is costing more than 500T, for nothing, cause it is stale point. And I said "experienced" between quotes cause that Defense Setup is something completely achievable by any small player too. A war between small players with this achievable small (or even small than this one) will be unaffordable for a small player :grin:.
- I know the defender would need more ammo to avoid ammo depletion. But we are talking about adding 3.5T more to duplicate the ammo needed versus +347T for the attacker. Defender needs weapon reserves too? Alright, 10T versus minimum another around of +347T.
- Air Offense is still completely useless. It is hard for me not to take it personal when you keep saying that it works well. It just takes you 5 minutes for you to validate it.
- Navy weapons not only are useless too. Their costs are extremly high.
- I still can't understand why on a war world, you cannot do PvP wars since they are not affordable at all !!!
- 4 countries with 10T on defense each seems to requires 1000T maybe to have possibilities of succeed if you are the attacker.
- Please don't mention the quality cause as I mentioned my units had higher quality. And I hope we can understand that considering to have 1 million MRMB/OAMMB with their quality upgraded to 450 not only it will takes more hundreds of trillions, it will also takes many real life months. This is having all of them active which will make your country lose trillions per game month making it even more MORE MORE costly. We don't want to have all weapons active, fine, then let's talk about real life years.
I expect a compensation in game money similar to what I lost. It is broken by design.
Please Andy, many experienced and non experienced people have quit the game for the same thing. This issue has been raised many times within last +24 months. We cannot all be so mistaken. Reducing the unit size did not and will not change a single thing. The issue is NOT there.
How is this possible Andy?
Awaiting your feedback, thank you for your time.
Have a nice day
Nicolas
ps: Defender country newspaper which received all the attacks
/* intramuros oct 5041 */
https://sim02.simcountry.com/cgi-bin/cgi2nova?SN_ADDRESS=wwwCountry&SN_METHOD=localnews&miCountryName=INTRAMUROS&miNewsDate=50411001
/* intramuros dec 5041 */
https://sim02.simcountry.com/cgi-bin/cgi2nova?SN_ADDRESS=wwwCountry&SN_METHOD=localnews&miCountryName=INTRAMUROS&miNewsDate=50411201
/* intramuros jan 5042 */
https://sim02.simcountry.com/cgi-bin/cgi2nova?SN_ADDRESS=wwwCountry&SN_METHOD=localnews&miCountryName=INTRAMUROS&miNewsDate=50420101
/* intramuros apr 5042 */
https://sim02.simcountry.com/cgi-bin/cgi2nova?SN_ADDRESS=wwwCountry&SN_METHOD=localnews&miCountryName=INTRAMUROS&miNewsDate=50420401
/* intramuros may 5042 */
https://sim02.simcountry.com/cgi-bin/cgi2nova?SN_ADDRESS=wwwCountry&SN_METHOD=localnews&miCountryName=INTRAMUROS&miNewsDate=50420501
/* intramuros jun 5042 */
https://sim02.simcountry.com/cgi-bin/cgi2nova?SN_ADDRESS=wwwCountry&SN_METHOD=localnews&miCountryName=INTRAMUROS&miNewsDate=50420601