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Shield Generators

Posted: Wed Feb 03, 2021 5:52 am
by Twotribes
How do this work? Just put small one in same hex with units and large one on cities?

RE: Shield Generators

Posted: Wed Feb 03, 2021 8:45 am
by Twotribes
15 views, no one knows?

RE: Shield Generators

Posted: Wed Feb 03, 2021 8:53 am
by BlueTemplar
Yeah, that's what the manual says...

(I guess that you can put the large one anywhere you have the logistic points, but you won't be able to attack with it ? I also wonder how it works for multi-side attacks when the shields don't cover all sides ?)

I might soon have either/both kinds of shields fielded in my first game, I'll get back to you when/if I do...

RE: Shield Generators

Posted: Wed Feb 03, 2021 11:27 am
by Soar_Slitherine
If there's a shield generator involved in a battle, it will have a chance to absorb attacks targeting friendly units. Shield generators (either type) offer no protection to assets.

RE: Shield Generators

Posted: Fri Apr 02, 2021 7:30 pm
by Mercutio
That find of sucks. I would like a field generator to absorb things like bombardments or nukes. It would seem to make sense to me.

RE: Shield Generators

Posted: Fri Apr 02, 2021 8:56 pm
by Pratapon51
Yeah, it's kind of a bummer, but from what I understand, forms of protection from asset damage are something on Vic's long-term to-do list. Maybe realistic, but not really fun!

RE: Shield Generators

Posted: Sat Apr 03, 2021 6:53 am
by zgrssd
ORIGINAL: Twotribes

How do this work? Just put small one in same hex with units and large one on cities?
As far as I can tell:
1. Shield Generators are in the Backline.
2. They got a 50% chance to become the target of any attack (protecting any target)
3. Their HP are reduced by each damage roll they stop, but recover to full every combat turn.
4. If their HP reaches 0, they retreat
5. Units that broke through deal 10 times damage (a order of magnitude more then the normal bonus). And if a broken through unit reduces HP to 0, it is destroyed.

RE: Shield Generators

Posted: Tue Jul 27, 2021 10:55 am
by mattpilot
do "wide area shield generators" do anything different from the normal shield generators?

RE: Shield Generators

Posted: Tue Jul 27, 2021 11:32 pm
by Clux
ORIGINAL: mattpilot

do "wide area shield generators" do anything different from the normal shield generators?

No, their only difference its their bigger Shield pool

RE: Shield Generators

Posted: Wed Jul 28, 2021 1:01 am
by Pratapon51
Since they can't move themselves, Wide Area Shields are indirectly also defense-only.

I build Wide Area Shieldsaround zone cities and important chokepoints/installations, but in general I find they appear too late in the game to make a significant impact, since later game almost invariably involves battlefields full of heavy metal that are not only highly mobile but easily overpower most shields. Mobile Shield Generators suffer both from having smaller pools and by slowing down most other vehicle groups they could be attached to.

I haven't yet had the chance to combine bunkers + shield generators.

RE: Shield Generators

Posted: Sat Sep 25, 2021 5:50 pm
by ParadoxSong
Do wide area shield generators not even protect a wide area? Like, do they have an effect in other hexes, or just the one they're located in?

RE: Shield Generators

Posted: Sat Sep 25, 2021 6:38 pm
by Clux
ORIGINAL: ParadoxSong

Do wide area shield generators not even protect a wide area? Like, do they have an effect in other hexes, or just the one they're located in?

They only protect the hex where they're located.

RE: Shield Generators

Posted: Sun Sep 26, 2021 5:31 am
by zgrssd
ORIGINAL: ParadoxSong

Do wide area shield generators not even protect a wide area? Like, do they have an effect in other hexes, or just the one they're located in?
One Hex is 200 km on the short diagonal.
So one hex is a pretty wide area, if you ask me :)

RE: Shield Generators

Posted: Sun Sep 26, 2021 7:18 am
by ParadoxSong
Still, that's shocking, I guess it's cheaper to build than a comparable number of Mobile, but it's incredibly niche. Thanks for clarifying, though.