Military Facilities

= SR2020 Warfare Guide - Military Facilities = Submitted by Balthagor on Mon, 01/14/2013 - 08:30 Military facilities are complexes and node-structures dedicated to manufacturing, servicing and supporting your mobile units. These facilities are stationary Units, like cities, but they are Units just as are missiles and trucks. Like mobile units, military facilities are staffed by military personnel drawn from your reserve pool - a lot more personnel.

The most common military facilities are the Base units that reserve the equipment of specific types of mobile units and also repair them.

In addition to bases there are also complexes, fabrication facilities (fabs) and "Emplacements". Emplacement units include Air Defense and Radar Stations, Supply Depots and Fortification. But only Bases can hold reserves or make repairs.

Surprisingly only the Air Defense unit has any offensive value - the other military facilities in SR2020 have no offensive capabilities. Thus your military facilities need the protection of your combat units, just as your towns and cities do.

The Military Fortress complex and the fab have the greatest defensive value (2150). Most other node bases have only medium-level defenses against attack (1500). Technological emplacements such as the Air Defense and Radar Station units have the lowest defensive values (900).

The presence of factories, fortifications or fortresses in a hex adds a defensive entrenchment bonus to the mobile units located in the improved hex. Also, hexes with central military or city complexes create a "close combat" hex in which attackers face the CC attack values of your unit and the attackers must rely upon their CC defenses to survive.

Units reserved inside their bases are somewhat protected in that they only suffer the same percentage of damage as their reserve base. Reserves receive no defensive entrenchment bonus. As a base is repaired, so are its reserves.

Unlike civilian production facilities, production from military facilities is always at 100% efficiency regardless of Regional loyalty.

Military Complexes
Military Complexes form supply "hubs" around which military fabrication "nodes" can be constructed. Civilian facilities such as mines and oil/gas fields cannot be built around a military complex so care should be taken not to locate a MC atop of a valuable resource.

Military bases and emplacements can also be constructed around a MC.

MCs require a military staff of 500 personnel and has a supply production ratio of 30% (0.3 out of a possible 1). It has a fairly low defensive value - about that of a small town. It offers a 10-point entrenchment bonus.

Military Fortresses
The Military Fortress (MF) complex is a high-defense value substitute for a Military Complex. It offers a 40-point entrenchment bonus to units residing in its hex. The MF and the fab have the greatest defensive values (2150) of any of the military facilities. The MF also has the largest supply-generating value of all of the military structures (50%) - nearly as much as a mega-city. Supplement one MF with two Supply Depots and that hex will generate the maximum amount allowed by the game.

A MF requires a staff of 850.

Bases
The main purpose of military bases is to reserve and repair units of their respective classes. There are three different types: Barracks for land units, Air-Fields for air units and Sea-Piers for naval units.

All three base types can be used to contain the equipment of its respective unit class while that unit is being held in reserve.

When you construct a base on an empty hex a military complex hub is automatically constructed too. Bases are constructed as "nodes" that surround the "hub".

Likewise, whenever a military factory or "fab" of a certain type is constructed, a corresponding reserve base is constructed as well. By default, Units fabricated at the new fab will automatically be placed into this Reserve base. However if the new production unit has been designated for "auto-deployment" then it will leave the fab and head for its "rally point". If there is no reserve base present, then the newly-fabricated unit will simply deploy into the fab's hex.

Bases are also used to hold undeployed units in reserve, where the unit's equipment can be stored with reduced maintenance costs. There is no stacking limit in reserve, so an unlimited number of units can place their equipment into reserve at any appropriate base. Unit Personnel are placed back into the reserve personnel pool when their unit is placed into reserve.

One base of each type is assigned as a "Delivery Point" for new units received in diplomatic exchanges.

Bases are also repair depots for their respective Units. Damaged units must enter the appropriate base for repair in response to the "Repair" order. The units will then auto-deploy once their repairs are completed.

Otherwise, units will remain in reserve until ordered to deploy by you or your Defense Minister. Deploying units will stack up in a barracks hex until a stack of ten units has deployed. Then unless these 10 units move to another hex, the remaining units are stuck in reserve and cannot deploy. If the DM is in control then these units tend to automatically spread out more, making it easier to deploy large numbers.

Whenever a base is captured by an enemy it automatically suffers 20% damage. This does not however necessarily place the base out of commission. A base can still function at a level commensurate with its damage.

Bases require a certain number of reserve personnel to staff them and new or deactivated bases cannot activate unless sufficient reserves are available. Each base has a set defense value that is the same for ground, air and indirect defense. Air and Naval bases generate supply due to the unique nature of the class of unit that they service. These values are listed in the table below: Bases offer no entrenchment bonuses but they can be supplemented with Fortifications that do.

Bases are not dependent upon Military Complexes and can also be constructed on industrial complexes or town/city hexes. However each military fabrication facility is automatically furnished with a Base unit for the purpose of reserving fresh, newly fabricated units.

Barracks
Barracks bases service land units and are vital to their repair.

Barracks should be located near your land borders so that land combat units have a nearby repair facility when defending your border or attacking a neighboring Region.

Land units can re-fuel and re-supply from any friendly supplied hex, so it is not necessary for Barracks to generate supplies.

If a barracks is captured by an enemy all of the units reserved in the barracks will attempt to deploy, but only the first 10 will succeed - the remainder will be destroyed.

Barracks can also be constructed near airfields or sea-piers if these air and sea facilities are to be used as major deployment hubs for land units. For instance, you might want to reserve all of your Marines near a sea-pier for quick amphibious deployment, or Airborne units in a barracks near a handy airfield.

Airfields
Airfields are special because they service Air Units. Since fixed-wind air units can only land and re-fuel at airfields or aircraft-carriers, airfields are very important. And for the same reasons, airfields are capable of generating supplies (see table above).

Only ten aircraft can permanently land, re-fuel and resupply at an airfield at one time. Excess aircraft must circle the field and wait for their turn to land. In this fashion, over 100 aircraft can utilize the same airfield at the same time.

If an airfield is deactivated or destroyed then its reserved air units will automatically deploy and fly away to the nearest friendly active airfield.

Sea-Piers
Sea-piers service naval units and hold them in reserve. Sea-piers are special because they are the only source of supply for non-land hexes. Sea-piers generate supply that then flows along the coast where the sea-pier is located. This supply effect dissipates as the distance increases away from the sea-pier. You should move your naval units close to the sea-pier when re-supplying them for this reason.

Naval vessels enter the sea-pier unit to be placed into reserve or for repair. Otherwise the sea-pier is considered to be a land hex, and it is not possible for deployed naval units to move there.

Reserved units deployed from the sea-pier depart very slowly and are subject to the 10 units/per stack limit. The first 10 ships to deploy will block other ships from deploying until the sea-pier has been cleared and there is an available slot in the stack. When a sea-pier is captured or destroyed the first 10 navel units in reserve there will deploy, but the remainder will be destroyed

Emplacement
The official defensive "Emplacement", a sort of mini-Fortification unit was removed from the game. I refer to the following military facilities as "emplacements":

Air Defense
Air Defense emplacements (AA) and Advanced Laser AA emplacements can both attack enemy aircraft at a base range of 125 km. The air attack values: These air attack values make them more powerful AA than any mobile units in the game.

Radar Stations
Radar stations lift the fog of war for a distance of 12 hexes (190 km). Advanced Radar stations have a slightly longer range of 225 km and staffs of 500 or 600. These make good border defense emplacements early in the game.

Supply Depots
Supply depots have a supply ratio of 20% (0.2 out of 1). They require a staff of 750 and have low defensive values (1500). They are used to generate supply in remote areas, or to supplement existing sources of supply.

Fortifications
Fortifications have a higher defensive value (2160) than other emplacements (900) or bases (1560). Most civilian industrial facilities have the same defensive value as a fortification. Fortifications are defensive structures with no staff but they offer a 100-point entrenchment bonus to units residing in its hex. This would make a fortification a good place to shelter from enemy artillery.

Fortifications make good border protection "hard-points" that do not risk reserves or equipment.