Over-powered enemy tank destroyers, how to deal with them?

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kalifriki1
Posts: 9
Joined: Tue Dec 26, 2023 6:36 pm

Over-powered enemy tank destroyers, how to deal with them?

Post by kalifriki1 »

As usual, I lingered for 400 turns and found myself face to face with the tank destroyers in the picture on the right. I had to abandon a number of cities, lock myself in a bottleneck, and use the RPG corpses to slow them down. But nothing hits them when I want to counterattack.
- I would like to bomb them with 400 tactical bombers - 200 against tanks with 300 kg precision bombs and 200 with 5000 kg high-explosive bombs against accompanying infantry - the effect is 0 or close to 0 (there is forest everywhere).
-I wanted to destroy them with walkers (since they were in the forest). As a result, attacking with 250 units, I lost 80 and didn't cause any serious damage. By the way, I think the walkers' power is impressive.
- I tried to deprive them of infantry cover with rocket artillery, using the largest rockets—540 vehicles. I fired a salvo every turn, killing only 100-200 infantry.

I want to clarify that I can accumulate some forces, but I can't just bombard them with meat when I don't have many cities and am suffering from a budget deficit. I need advice on how to outmatch them in these damned forests by choosing a smart tool that will be stronger than them( the megaton launch platform doesn't have much effect + I'm afraid of weakening my infantry in defense with ever-increasing radiation).
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Starfry
Posts: 123
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Re: Over-powered enemy tank destroyers, how to deal with them?

Post by Starfry »

Only way to deal with these behemoths is to continuously fall back, burn down any logistics and hit their logistics support with long range bombers. Just have to bring their readiness down so your counter-attacks can deal with them.
JeanleChauve
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Re: Over-powered enemy tank destroyers, how to deal with them?

Post by JeanleChauve »

I agree with Starfry. And they have a very low moral!
Can we have a save for testing purpose?
Czert
Posts: 595
Joined: Sat Feb 09, 2013 10:56 pm

Re: Over-powered enemy tank destroyers, how to deal with them?

Post by Czert »

i noticed that enemy have them realy advanced desing (171 vs yours only 121), how it does look for other enemy models ? do have enemy design numbers advantages too ?
numbers game here is very imporant too. having totaly identical models, but one with engine design of 75 and other with 140 can mean that while firt one suffer ap movement (and combat rounds) penalty, second one have no penalties at all.
if you can assign your best inventor to model designer and keep improving existing models to get numbers up, it will improveovr combat effciency.

and how it is about technology ? are you more or less equal? someone have advantage ?
kalifriki1
Posts: 9
Joined: Tue Dec 26, 2023 6:36 pm

Re: Over-powered enemy tank destroyers, how to deal with them?

Post by kalifriki1 »

JeanleChauve wrote: Fri Oct 17, 2025 9:09 pm Can we have a save for testing purpose?
https://drive.google.com/file/d/15F801H ... drive_link
1) Partially, but the problem has been solved; after 3-4 turns attacks by 500 units of rocket artillery (with chemicals and a reconnaissance drone), their effectiveness decreased and the attack with heavy walkers, although it did not knock them out, only suffered 20 losses (my). Aircrafts capable of throwing out 20,000 rounds of ammunition per raid instead of 5,000 for MLRS + tons of kerosene, and not even providing a reduction in entrenched positions... were clearly not worth the money.
But we'll have to put heavy nuclear walkers on the assembly line, which is what I'm doing by expanding Hi-Tech production.
2)The enemy's technological level is unknown, mine is 10. But everything I see on him, guns, polymer armor - I have too.
3)Shouldn't i wait until a unit get at least 80% field test to get the effect? ​​Or i can just spam upgrades one by one and get good result?
Czert
Posts: 595
Joined: Sat Feb 09, 2013 10:56 pm

Re: Over-powered enemy tank destroyers, how to deal with them?

Post by Czert »

field testing helps a lot with getting better numbers, just spamming upgrades on average should get worse results, but sometimes you can get nice upgrade.
i will say everthing depends how fast you get field testing. if you get say 100% field testing in 10 turns and only 1-2 models with spam in same 10 turns, i say go with field testing. if you can spam 3-4 new models in same time, i will go with models spams.
especialy if there is some technology in pipeline if should improve them (like walkers efficiency).
and if you will go with models spam, i recomend go with heavy armor, since after some models you will reduce/remove movement penalty, and your models will greatly benefit from heavyer armor, especialy if you will get lucky and get some numbers on armor too.

and yes, person who is designing new models is important too, his intelligence and technician skill (but that can be trained, especialy if you have cards which grants xp to leaders) are most important. intelligence more.
i discovered that with poor models designer you will yeald low results from efficiency technologies (fuel, armor..etc). it is great difference if you will get there only 20 (%) of it there of full effect - 100.
when for fuel it is only about saving some fuel, for weapons damage or armor it can be difference between killing enemy or surviving enemy shot.
JeanleChauve
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Re: Over-powered enemy tank destroyers, how to deal with them?

Post by JeanleChauve »

Thanks for the save, I've never seen a game lasting more than 140 turns.

A few notes to help you improve:

Your frontline units don't have HQs or postures. So you easily lose 100% attack/defense.

You're underestimating applied science because you don't understand it: it follows an exponential curve, meaning that the more points you have in a discipline, the more BPs you need to gain points. Stopping around 50 points in each discipline is a good start. With 50 in Walker, plus 50 in Armor Piercing Optimization, they would have +100% attack against tanks.

Each city under your command can, and should, build Bureaucratic Offices. BPs are the lifeblood of this game. You only have one.

The budget, already very meager, is poorly distributed: you're using half of the economic council's budget on discovery when there's nothing left to discover, the same goes for the Air Force and model design.

You have two advisors and you've never assigned them. You should assign the Level V advisor to the director of model design (or directly as director).

Field design: between 60 and 80% is a good average, depending on the technical improvements.
JeanleChauve
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Re: Over-powered enemy tank destroyers, how to deal with them?

Post by JeanleChauve »

Czert wrote: Sat Oct 18, 2025 10:25 am and yes, person who is designing new models is important too, his intelligence and technician skill (but that can be trained, especialy if you have cards which grants xp to leaders) are most important. intelligence more.
i discovered that with poor models designer you will yeald low results from efficiency technologies (fuel, armor..etc). it is great difference if you will get there only 20 (%) of it there of full effect - 100.
when for fuel it is only about saving some fuel, for weapons damage or armor it can be difference between killing enemy or surviving enemy shot.
Intelligence simply reflects the ability to reach the maximum level in the Technician/Inventor skills. It is therefore not the most important characteristic. It is the skill value that is the most important.
Indeed, if you use a former unit commander as a model designer because their intelligence is high, they are likely to use their experience in military skills and will rarely gain an increase in their Technician skill and thus never reach the maximum level.

Inventor adds bonuses to the discovery of new unit types, but also, and this is very important, a bonus to structural design when creating a new prototype.
Technician adds bonuses to basic design, which itself adds bonuses to the dice rolls for engine, armor, and weapon designs.
Improvisation adds additional dice rolls when defining these three designs. I invite you to read chapter 5.12.3.7. DIRECTOR SKILL ROLLS of the manual.
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kalifriki1
Posts: 9
Joined: Tue Dec 26, 2023 6:36 pm

Re: Over-powered enemy tank destroyers, how to deal with them?

Post by kalifriki1 »

JeanleChauve wrote: Sat Oct 18, 2025 11:11 am Each city under your command can, and should, build Bureaucratic Offices. BPs are the lifeblood of this game. You only have one.
I am grateful to you all for explanations, but I don't understand something.
1) Why I can't have one large bureaucratic center in the capital (big enough for my wallet) instead of many smaller ones spread across various cities. Does it provide anything other than research points?
2) I really try not to delve into personnel issues; it's boring :? . How do you get high-quality personnel for appointment? What cards do you use to improve them (which minister will give them?)? I often get "Increase leader rank," which, as far as I understand, is not suitable for leveling up those abilities.
JeanleChauve
Posts: 207
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Re: Over-powered enemy tank destroyers, how to deal with them?

Post by JeanleChauve »

kalifriki1 wrote: Sat Oct 18, 2025 1:33 pm 1) Why I can't have one large bureaucratic center in the capital (big enough for my wallet) instead of many smaller ones spread across various cities. Does it provide anything other than research points?
It's not about several small bureaucratic offices instead of one large one, but about having many of them and the largest possible ones, until the penalty due to the size of the administration makes increasing it pointless.
Of course, this depends on the size of the population, the available staff, and the workers' salaries versus your wallet.
I'm assuming your population was much larger initially and that you lost a lot of troops in wars, which now impacts your ability to hire more workers.

Discovering and researching technologies requires BPs. You can see the required amount when hovering over the technologies.
Each council's stratagems require BPs to generate and political points to play. They're an important part of the gameplay.
PPs are generated by the Supreme Command Council, which uses its BPs to do so.
Model design requires BPs to discover and design your units.
2) I really try not to delve into personnel issues; it's boring :? . How do you get high-quality personnel for appointment? What cards do you use to improve them (which minister will give them?)? I often get "Increase leader rank," which, as far as I understand, is not suitable for leveling up those abilities.
Indeed, there's quite a bit of complexity in this mechanic, which mixes leader stats, their original profession, relationships with you, and their salary. Also, the higher your national tech (Technical Skill Family increase), admin (Command Skill Family), and civ (Interpersonal Skill Family) levels, the higher the new leaders' stats will be.
Some stratagems from the internal council give leaders experience (cabinet retreat, etc.) to increase their skills; others improve their relationship with you, which positively or negatively impacts the BPs they are given (between -50% and +50%).
"Increase leader rank" increases their relationship with you in exchange for a salary increase (I don't recommend this); a gift or bonus is preferable.

I invite you to watch this save from round 50 on hard difficulty and compare the BPs I earn compared to yours on round 494. Perhaps you still have your own save from round 50.
Also pay attention to the salaries I give to workers compared to those in the private sector, but that's another story; it's already complicated enough as it is ;).
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