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If that's not an option, try to bring other "firepower" - tanks (preferably with howitzers, due to being mostly soft targets), most notably. Planes doing strafing runs (even with just their guns) will help too.
If that's also not possible, let them move to an area where they don't get (as much of) an entrechment bonus, and where you can attack from more sides (which gives an attack bonus).
You are correct in noticing they don't need supplies. Minors that do not (typically) have a city (like nomads) do not, as per the manual.
If you are slamming your troops in round after round it sounds like you might have low readiness. If you do, your actual combat stats will be much lower than otherwise predicted. There is also an over saturating penalty for attacking a hex with too few targets with too many units - which you will also be suffering from if your recon on their numbers are right!
You could also pull back a few hexes and see if they come out of the ruins into some hexes which ideally they will have less entrenchment. If they do THEN you attack. If you can get them into plain hexes and bring up light tanks with howitzers or some reasonably tanky buggies you should tear through them.
Finally, if you dont NEED to fight them you can always leave a much reduced holding force and let them be.
I even had 10x Hellraisers join my artillery and drop tactical nukes on them. They survived with minor losses, 30% lost at most.
I don't have planes or the ability to build more artillery yet, it's pretty early. However, I pulled all my forces back and they came out to reclaim territory which split them up, they were still bizarrely durable. but I imagined to take them out.
However they wasted so much time that I wasn't able to get to my real target which was an enemy city before another major friendly to me sealed off access by claiming the hostile territory. I never expected them to get something like 95% damage reduction hiding there. I also didn't know until I had invested too much time that they ignore logistics.
Lesson learned, I guess.
If they are bizarrely durable it feels like you are probably missing something when it comes to combat. Readiness, moral, entrenchment. Even knowing that on the attack your infantry will largely suck even with better gear.
In the future I will approach it differently, and wait for light tanks and artillery but IMO the defensive bonus they got was beyond absurd, it allowed them to shrug off atomic missiles after several turns of assaults and bombardment by supplied armies with good morale. I would never have fathomed that outcome I didn't think they'd be able to even harm GR Vortex Tanks. I figured with bikes, buggies and the sheer number of units I'd have decent intel on the hex after having surrounded them for some 8-11 turns.
I took an enemy city and all their territory who had the same tech as me with 1/10th the effort and time than those random nomads on that 1 tile.
Yeah, I learned early on how poor militia is, if they weren't part of the bombardment they went in first with the hopes of softening them up a bit, before the professional soldiers did there thing. Sometimes after to see if the order made a difference, it didn't much.
They were supplied, and besides, that wouldn't have affected Hellraiser nukes being dropped on them, and they shrugged that off too.
If you have an earlier save before you made the attacks it would be great to see the combat odds screen. That way we can pinpoint exactly why you were having problems with them.