Bunkerization

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Soar_Slitherine
Posts: 597
Joined: Sun Jun 07, 2020 11:33 am

Bunkerization

Post by Soar_Slitherine »

This was added in the latest beta patch.
-Added Bunkerization Asset Types level I to VII. Each bunker point halves one structural damage point the hex it is in suffers and adds 'extra entrenchment bonus' to troops defending the hex.
-Other Asset levels provide some bunker points as well for the purpose of entrenchment bonus. This makes urban and industrial centers easier to defend. *
-Bunker Assets do not need logistical point link with Zone City to produce their bunker Points.
Here's some details about the mechanics based on some quick testing:
1. Extra entrenchment from bunker points is only added in actual combat, it does not affect the entrenchment shown on the strategic map.
2. It appears to give units an extra entrenchment bonus of up to (EDIT: 100%) of their current entrenchment.
3. Bunker points are divided up between the defending units to determine the amount of the extra entrenchment. When I increased the number of troops defending a hex with a Bunker I (400 bunker points) from 800 to 6000, they each got only 12% extra entrenchment rather than 50%.
4. Bunker points can reduce the anti-structure damage from the combat result to 0. (It seems that if the number of bunker points is large enough compared to anti-structure damage, the damage can be halved multiple times until it gets rounded down to 0.) Since bunkers provide from 400 to 50400 bunker points depending on their level, they can offer formidable protection to assets, although constructing them does involve a substantial metal cost.
Last edited by Soar_Slitherine on Tue Oct 24, 2023 4:41 pm, edited 1 time in total.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
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Rodia
Posts: 123
Joined: Wed Sep 19, 2012 5:07 pm

RE: Bunkerization

Post by Rodia »

Unironic whoah, bunkers!

IMO, the game was missing some defensive infra.

Gonna turtle big time in my next game.
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Jorge_Stanbury
Posts: 4345
Joined: Wed Feb 29, 2012 12:57 pm
Location: Montreal

RE: Bunkerization

Post by Jorge_Stanbury »

would they add to administrative constraint?
Clandestine
Posts: 32
Joined: Wed Jun 16, 2021 2:15 pm

RE: Bunkerization

Post by Clandestine »

4. Bunker points can reduce the anti-structure damage from the combat result to 0. (It seems that if the number of bunker points is large enough compared to anti-structure damage, the damage can be halved multiple times until it gets rounded down to 0.) Since bunkers provide from 400 to 50400 bunker points depending on their level, they can offer formidable protection to assets, although constructing them does involve a substantial metal cost.

No viable trench warfare then?
Do the bunker assets get damaged by combat on the hex or are they indestructible?
Soar_Slitherine
Posts: 597
Joined: Sun Jun 07, 2020 11:33 am

RE: Bunkerization

Post by Soar_Slitherine »

Any anti-structure damage that makes it past the bunkers' damage mitigation will be distributed among the assets in the hex, including the bunkers. So wearing down the bunkers requires overmatching their damage mitigation.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
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