Strategic Operations

= Landing Page for Stratops related things (Battle Armour and Strafing runs) =
page in progress, blame @dratax if progress is slow. Also refer to https://github.com/ajkroeg/StrategicOperations for general information, RT has tweaked values based on this though
== Battle Armour ==
Blah blah blah battle armour stuff here
=== Types of Battle Armour ===
==== "This Battle Armor cannot mount mechs externally, can only use internal BA bays." ====
==== "Boarding Claws allow this unit to perform Swarm Attacks." ====
==== "This Battle Armor can mount any unit, even the ones not equipped to carry Battle Armors." ====
== Strafing Runs ==
1 of THE biggest misconceptions is "20 phases". the 20 phase bit refers to WHEN the AirStrike is called down and when the Airstrike will LAND.
 This, is this bit in the Strafe command: "ActivationETA": 20, 
if you aren't having 20 phases from you see an AI unit evidently doing nothing at all other than bracing, please collect logs and submit a ticket. 
 Cooldown is the next big one: "ActivationCooldown": 3, 
This means that the first strafe will NOT be called down before 3 rounds into the mission of YOU getting to go (3 turn wait). 
NEXT! Not all AeroSpace Fighters are equal some get 2 runs, some get 3 runs. the ones Hark and I felt were fairly powerful, got 2 runs. 
The weaker Fighters, well, they get 3 - 2 Mechs can call in strikes in the same Round (30 phases) because there are 2 allowed strafes, on a percentage chance. Even your allies (if you have any by this difficulty) can even get them. 
The flare markers are NOT the full Strafe zone. It does extend past the last marker by about 3 hexes, maybe 4. It was a right pain in the ass to get them out AT ALL. No, we can't do anything about it currently. 
Now, some suggestions: Don't group up so much, spread out. This is because the Strafe zone is a set size. If you're spread out, and the strafe locks on to one unit, you may only have 1 unit in the zone. Know when it's time for you to start paying attention to what's REALLY going on around you. After 3 rounds / turns, start playing Vigilance / Reserve games to ensure you can MOVE after the strafe is called.
=== AA Stance ===
AA stance can be used to disrupt an enemy air strike run. The chance to disrupt a run is the cumulative anti-air factor of all your units set in AA stance divided by the total number of units you have on the field, including allies. For instance, If you field 6 units and put 2 of them into AA stance, adding both of their AA% together for 120%, Divide it by 6 for a final 20% chance for the Airstrike to not attack your units.
X= Units fielded Y=Overall AA% of units in AA stance 
Y/X=% of Airstrike Mitigation
E.g 120%/6 = 20%
Category:Guides