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= Coalition Echelon (Sangvis Ferri) =
 
= Coalition Echelon (Sangvis Ferri) =
 
{{Spoiler|target=HOC Formation}}
 
{{Spoiler|target=HOC Formation}}
As of January 2020, players starting in Official CN server gained access to commanding Sangvis Ferri echelons. SF Coalition echelons are a different experience from conventional, total unit limits is increased from 5 (five) to 9 (nine), the total unit limit is likely due to tile limits, as player owned echelons can only have nine slots. Tile buff auras found on conventional T-Dolls are no longer present, additional equipment is no longer necessary and technical fairies are now simply incompatible. Coalition echelons can be deployed normally on the map without a special helipad, alongside normal echelons. They can also receive bonus from strategic type technical fairies, as well as HOC out-of-combat supports. On the subject of 'How to obtain Sangvis Ferri units', see [[Protocol Assimilation|main topic]] here.
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As of January 2020, players starting in Official CN server gained access to commanding Sangvis Ferri echelons. SF Coalition echelons are a different experience from conventional, total unit limits is increased from 5 (five) to 9 (nine), tile buff auras are no longer present, equipment is no longer necessary and technical fairies are simply incompatible. Coalition echelons can be deployed normally on the map without a special helipad, alongside normal echelons. They can also receive bonus from strategic type technical fairies, as well as HOC out-of-combat supports. On the subject of 'How to obtain Sangvis Ferri units', see [[Protocol Assimilation|main topic]] here.
  
 
== Assigning units ==
 
== Assigning units ==
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*Assimilation echelons have a fixed supply cost regardless of how many units are present in the formation, -72 Manpower to deploy them, -360 Rations/Ammo to supply them, Assimilation echelons also posses 10 ammo/ration pips, active battles the SF echelon engages will use 2 ammo pips and 1 ration pip. Echelons with a fire support capable ringleaders will consume 2 ammo and 1 ration pip to launch a fire support session.
 
*Assimilation echelons have a fixed supply cost regardless of how many units are present in the formation, -72 Manpower to deploy them, -360 Rations/Ammo to supply them, Assimilation echelons also posses 10 ammo/ration pips, active battles the SF echelon engages will use 2 ammo pips and 1 ration pip. Echelons with a fire support capable ringleaders will consume 2 ammo and 1 ration pip to launch a fire support session.
 
*When extracting an Assimilation echelon from a helipad, you'll refund their excess supply costs, for example if you supplied them at the start of the round, and then extracted them from a helipad, you'll get +360 Ammo/Rations back.
 
*When extracting an Assimilation echelon from a helipad, you'll refund their excess supply costs, for example if you supplied them at the start of the round, and then extracted them from a helipad, you'll get +360 Ammo/Rations back.
*Assimilated units can be separated into two distinct classes; Melee and Ranged. Ranged units should be placed in the backline and will not be affected by players' Orders. Melee units should be placed on the frontline, these units will change their properties based on the orders Players' give them.
 
 
*All 1* and 2* (non-Ringleader) units will auto use their combat skill, if they have the said skill(s) unlocked. Manually controlling SF unit skills are currently not possible.
 
*All 1* and 2* (non-Ringleader) units will auto use their combat skill, if they have the said skill(s) unlocked. Manually controlling SF unit skills are currently not possible.
 
*Assimilation Echelons have a default vision radius of 1 tile in night battles. This radius can be expanded by another 1 tile, with the 'Night Combat FoV' Tactical Chip.
 
*Assimilation Echelons have a default vision radius of 1 tile in night battles. This radius can be expanded by another 1 tile, with the 'Night Combat FoV' Tactical Chip.
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=== Assault, Eliminate and Guard ===
 
=== Assault, Eliminate and Guard ===
Players will notice distinct UI differences when entering combat sessions with an Coalition SF echelon, this is known as the Assault, Eliminate and Guard order. All combat session deploys with the echelon under 'Guard' stance. Entering battle, assimilation echelons will engage enemies much like regular T-Dolls, assuming units are occupying the rightmost tiles, ranged units will have max range and will target anything within range.
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Players will notice distinct UI differences when entering combat sessions with an Coalition SF echelon, this is known as the Assault, Eliminate and Guard order.
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*When in battle, Assimilation echelons will engage enemies much like regular T-Dolls, assuming units are occupying the rightmost tiles, Ranged units will have max range and will target anything within the killzones.
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*Units can be separated into 2 distinct classes; Melee and Ranged. Ranged units should be placed in the backline and will not be affected by Players' Orders. Melee units should be placed on the frontline, these units will change their properties based on the orders Players' give them.
  
Units moved away to engage enemies at melee range will still be 'tethered' to their tiles, but however they will not response to change position/swapping managements when they are not under 'Guard' order. The only real command a player can give to melee units is either move-to-engage, or return-to-position. While melee units are on the move all AoE attacks aimed at them will be aimed at their model's spot, lacking the precise control, the only way to micro-manage them away from the attack is to give the guard order.
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todo
 
 
'''Guard:'''
 
[[File:Command_Guard.png|thumb||400px|right|Coalition echelon holding their position]]
 
 
 
The default stance, all units will stand their ground, will only attack enemies when they are within reach. This obviously does not affect ranged units, but melee units will stand their position.
 
 
 
{{clr}}
 
 
 
'''Eliminate:'''
 
[[File:Command_Eliminate.png|thumb||400px|right|Executioner leading the charge]]
 
 
 
Eliminate is the middle command, this will send all melee units to attack their closest enemy, range units will still attack as normal.
 
 
 
{{clr}}
 
 
 
'''Assault:'''
 
[[File:Command_Assault.png|thumb||400px|right|Melee units performing a frontal assault on the enemy]]
 
 
 
Assault mode sends melee units charging straight down their lane until encountering an enemy or edge of the 'kill-zone'. If encountering enemies during the process of the charge, melee units will initiate attack until either enemies are defeated or the guard order is given. Upon reaching the edge of the 'kill-zone' they will halt still, until no enemy remains in the 'kill-zone' or given the guard order.
 
 
 
Melee units will only stay in their lane of the formation, and during the assault order, they will ignore all enemies that they do not make contact with, unless another order is given.
 
 
 
{{clr}}
 
  
 
= HOC Formation =
 
= HOC Formation =

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