A
Aries
All worlds
20 Mar 2016 15:47Link
When planning for your defense, it is best to find a balance between readiness and cost. On one extreme, being caught unprepared can make defeat likely to a capable opponent. On the other, maintaining too great a military can be very costly. This guide is to give an idea of different levels of preparedness, starting with some basic steps that can be taken for little cost and gradually escalating to more advances levels of preparation. Depending on your defense needs, you might maintain different levels of readiness in different countries.
0 Unprepared
-Garrison blueprints not created.
-Blackout periods not set.
-No plan for federation air defense.
1 Basic Readiness
-Garrison blueprints set.
-Blackout periods set.
-Plan for federation air defense.
2 Heightened Readiness
Basic Readiness plus
-Ammunition sufficient for planned garrisons and air defense present.
-Weapons sufficient fo
0 Unprepared
-Garrison blueprints not created.
-Blackout periods not set.
-No plan for federation air defense.
1 Basic Readiness
-Garrison blueprints set.
-Blackout periods set.
-Plan for federation air defense.
2 Heightened Readiness
Basic Readiness plus
-Ammunition sufficient for planned garrisons and air defense present.
-Weapons sufficient fo
A
Al Sadius
All worlds
21 Mar 2016 15:27Link
I've never fought a PVP war, but I've fought a lot of C3 wars, studied the documentation a lot, and talked with those who have. So, with that caveat, here's some notes on what kind of garrisons you might want. (More PVP-experienced players, feel free to chime in with thoughts)
A garrison can have up to 632 units in it, and those can only be AA batteries, armoured vehicles, tanks, jeeps, artillery, missile interceptors, defensive missiles, and nuclear defence. Garrisons don't tend to fight for very long before being destroyed, so ammunition levels can be kept comparatively low - I'll cost them out assuming 2 rounds of fighting before destruction. Here's the cost(using current WG prices) for one weapon and two rounds of ammo for each of the defensive weapon options:
AA batteries: 39.21M
Armoured Vehicles: 27.22M
Tanks: 17.06M
Jeeps: 5.94M
Artillery: 12.66M
Missile Interceptors: 36.6
A garrison can have up to 632 units in it, and those can only be AA batteries, armoured vehicles, tanks, jeeps, artillery, missile interceptors, defensive missiles, and nuclear defence. Garrisons don't tend to fight for very long before being destroyed, so ammunition levels can be kept comparatively low - I'll cost them out assuming 2 rounds of fighting before destruction. Here's the cost(using current WG prices) for one weapon and two rounds of ammo for each of the defensive weapon options:
AA batteries: 39.21M
Armoured Vehicles: 27.22M
Tanks: 17.06M
Jeeps: 5.94M
Artillery: 12.66M
Missile Interceptors: 36.6
A
Aries
All worlds
21 Mar 2016 16:13Link
A few points about your garrison thoughts.
1. Even with the resources available, you may want to consider concentrating your garrisons in the most valuable areas. For example, the utility in attacking a town or county is low. Placing a garrison there should be weighed against additional forces being available in air defense or blockers/counter-painters. In order, the most important areas to defend are typically places vulnerable to nuke, capital/cities/military bases/military airports, and possibly forts. The minimum number, with military installations, of areas vulnerable to nuke is actually 25 and is higher with additional cities, from pop, or if additional bases/airports are built, like strategic bases/airports.
2. You can reduce the number of areas to defend by decreasing the number of state and national corporations you have. Private and Public corporations cannot be targeted by an attacker.
3. Careful with underestimating t
1. Even with the resources available, you may want to consider concentrating your garrisons in the most valuable areas. For example, the utility in attacking a town or county is low. Placing a garrison there should be weighed against additional forces being available in air defense or blockers/counter-painters. In order, the most important areas to defend are typically places vulnerable to nuke, capital/cities/military bases/military airports, and possibly forts. The minimum number, with military installations, of areas vulnerable to nuke is actually 25 and is higher with additional cities, from pop, or if additional bases/airports are built, like strategic bases/airports.
2. You can reduce the number of areas to defend by decreasing the number of state and national corporations you have. Private and Public corporations cannot be targeted by an attacker.
3. Careful with underestimating t