Yes, but unless training has a MUCH larger effect on war than I expect it will, or it becomes very difficult to procure equipment, technology will be the deciding factor.
It always has been. Whether that technology is a new, innovative tactic or a powerful weapon, even the smallest of things, technology decides battles. Yes, there are extreme cases where superb training versus a well-armed rabble has resulted in the elites winning, but it's rare.
As for designs not making or breaking anything...The precise reason to GET more designs is so you can quickly make nonsense of the starting tech rolls by improving past them. Also, more designs = more weapons = more effectiveness against all enemies.
Are we going to have more than one company of soldiers? If we get more than one, perhaps we should have a Division Name instead of a Company Name?
But I suppose there's only really one way to find out what's going to happen and that's to play the game for a bit.
Alright, before the next person reads the votes:
I'm suggesting a Special Forces unit type, utilizing the Death World toughness bonus, Cautious command, and an assortment of other options. Basically, my choices' goal is going to be small but elite unit utilizing cover and maximizing the bonuses of the Cautious commander, focusing on individual skill and ambushes/terror strikes (psywar---psychological warfare)/carefully planned battles to minimize losses. Sadly I'm no good with names, especially Sci-Fi names, so I'm going to pretty much leave the boxes blank and pick one I like later.
Oh, and, GM, I like the "failing empire" (Choice 4) but I'd be open to a Fallen Empire IF they're fighting against some new and horribly powerful threat.Please add more name suggestions! We need a Commander Name and a Company Name.
COMMANDER NAMES:
1:
UNIT NAMES:
1: 501st Commando: (1) Madman
2: Storm Company/brigade/division:
A: The Republic (Star Wars):
B: Expansionist Empire:
C: Galactic Empire of the original trilogy (Star Wars):
D: Imperial Remnant (Star Wars EU): (1) Madman,
E: Imperium of Man [sort of, but no Emperor, just the church] (WH40k):
F: Fallen Empire trying to reclaim the galaxy:
1: Sanguine (Vicious fanatic with high casualty rates and poor tactics):
2: Stoic (Hard-line leads-from-the-frontlines officer, gets things done but has limits on simultaneous actions):
3: Maverick (Great tactics points, great morale, Command gives few resources):
4: Pious (Gets bonuses to religious-fanatic troops, hard time with science):
5: Watchful (Does not get trapped by the enemy, fewer command points): (1) Madman
6: Headstrong (Can enter battlefield as self, leads from the front and gets battlefield-wide bonuses. Can be killed.):
PICK THREE
1: Fast Deployment (Get on the field really fast, element of surprise):
2: Trench Warfare (Dig in, don't get killed):
3: Intense Hand-to-Hand (Troops know how to kill things up close):
4: Sharpshooters (Troops are good with all guns): (1) Madman
5: Covert Ops (Special warfare, do sneaky things): (1) Madman
6: Field Craft (Generally reduced resource requirements): (1) Madman
7: Heavy Firepower (Have better access to large weapons, rely on large weapons for attacks):
8: Iron Discipline (Much harder to rout these troops):
9: Bigger is Better (Deploy more tanks, artillery, mechs, etc.):
10: Death from Above (Utilize air power better than average):
1: Death World (Tougher troops, much harder time getting recruits): (1) Madman
2: Fortress World (Bonus against one enemy, must constantly defend homeworld against them):
3: Hub World (Bonuses in Design and Revision phases, must protect homeworld or lose bonuses):
4: Forge World (Much more resources available, losing world = lost game):
5: Temple World (Recruit more fanatics, do not lose homeworld):
6: Lost World (MASSIVE bonuses against occupiers of your homeworld, issues with bases):
7: Halo World (Resource bonuses, must defend large area):
PICK THREE
1: Heavy Support (Easier access to big things):
2: Bomb Squad (Start with more explosives): (1) Madman
3: Pack Rats ("Acquire" stuff from battlefields, risk getting caught):
4: Xeno Beasts (Use alien beasts as part of your army):
5: Modified Weapons (Free revision(s?) before game start):
6: Cyberware (Can use more cyborg/cybernetic parts):
7: Camouflage (Can use environment better): (1) Madman
8: War Trophies (Can scare any scare-able enemies you have beaten before): (1) Madman