The counter web
Armor classes, damage multipliers, and which unit answers which threat.
Every weapon in Steel Tide belongs to a weapon class, and each target has an armor class. The armor multiplier matrix gives the damage multiplier for their matchup. Weapon-specific overrides, ranks, research and abilities can change the result. The ground counts as well: a shot fired up a cliff does 25% less. Mountain and City tiles obstruct ground sight; cliffs and elevation do not (Terrain).
The matrix cuts both ways. A weapon made for heavy plate is wasted on soft targets: a Viper's shaped-charge missile does ×1.8 to a Mammoth but only ×0.4 to a Recon Buggy, and a Bison's tank gun does ×0.6 to anything light. Small arms are the mirror image: a machine gun shreds buggies at ×1.5 and only scratches a tank at ×0.4. Bring the wrong class and you pay for it in metal.
Armor classes
| Class | Who has it |
|---|---|
| Light | Engineers, buggies, howitzers, Hornets and landmines |
| Medium | Light tanks, flak, SAM launchers, tank destroyers, MLRS |
| Heavy | Battle tanks, heavy tanks and the Salamander |
| Structure | Most buildings; landmines and water mines use Light and Ship armor respectively |
| Ship | Surface vessels |
| Submarine | Submerged vessels (the Barracuda, the Kraken, the Moray), visible only to sonar |
| Aircraft | Most aircraft; the Hornet uses Light armor |
The armor multiplier matrix
A few weapons override single cells (static turrets hit buildings softer than tanks do, the Spectre's cannon trades some anti-light damage for armor penetration); the per-unit table at the bottom of this page shows the result of those overrides.
Who answers what
| Threat | Answered by |
|---|---|
| Light vehicles | Machine guns and autocannons: Recon Buggy, Wolf Light Tank, MG Turret, Gunboat |
| Medium and heavy armor | Cannons (Bison Battle Tank, Cannon Turret) and guided missiles (Viper Tank Destroyer, Cobra Attack Helicopter) |
| Fortifications and massed armies | Splash: Thunder Howitzer, Tempest MLRS, Vulture Bomber, Sovereign Battleship |
| Aircraft | Dedicated anti-air: Flak Track (a light gun against the ground as well), Hawk SAM Launcher, AA Turret and its upgrade the SAM Site, Falcon Fighter, Aegis Frigate; at sea also the secondaries of the Sovereign Battleship and the autocannon of the Gunboat (×0.25) |
| Helicopters and the Hornet | Everything above, and small arms too, because they fly low: the machine guns and autocannons of the Recon Buggy, the Wolf Light Tank and the Gator Amphibious Combat Vehicle (autocannons at ×0.35), and the roof guns of the Bison Battle Tank and the Mammoth Heavy Tank out to 4.5 tiles, none of which reach jets or bombers |
| Surface ships | Anti-ship missiles (Missile Boat, Albatross Naval Striker) and torpedoes; an anti-tank missile does only ×0.75 to a hull |
| Submarines | Sonar platforms only: Aegis Frigate, Cormorant ASW Helicopter and other submarines |
| Rockets and guided missiles in flight | Point defence: Missile Interrupter at home, Bulwark Mobile Interrupter in the column, never shells |
| Stealth aircraft | Anti-air standing within 4 tiles of what it protects (Flak Track, Gatling Turret), a Falcon Fighter over it, and the 8-tile bubble of a Radar Station |
Two rules matter more than any multiplier:
- Targeting is absolute. A weapon that cannot target a domain does no damage at all. A Bison's cannon cannot shoot a helicopter (only its roof gun can), a Falcon cannot shoot a tank, and a submerged submarine requires sonar to be seen, from a ship or a Cormorant ASW Helicopter.
- Multipliers stack with cost. A Viper's missile does ×1.8 against heavy armor, so a few of them out-trade a Mammoth that costs three times as much, and the same Vipers lose their metal to buggies they can barely scratch.
The full matrix
The best multiplier of each armed unit against each armor class. Green is a hard counter (×1.3 or more), red a poor match (×0.55 or less), and a dash means the weapon cannot target that class at all.
| Weapon | Light | Medium | Heavy | Structure | Ship | Submarine | Aircraft |
|---|---|---|---|---|---|---|---|
| ×1.50 | ×0.80 | ×0.40 | ×0.35 | — | — | — | |
| ×1.50 | ×1 | ×0.50 | ×0.50 | ×0.70 | — | — | |
| ×0.60 | ×1.30 | ×1 | ×0.80 | ×0.90 | — | ×0.70 | |
| ×0.60 | ×1.30 | ×1.10 | ×1 | ×0.90 | — | ×0.70 | |
| ×0.40 | ×1.10 | ×1.80 | ×0.70 | ×0.75 | — | — | |
| ×0.90 | ×0.60 | ×0.25 | ×0.30 | ×0.40 | — | ×1 | |
| — | — | — | — | — | — | ×1 | |
| ×1.20 | ×1 | ×0.75 | ×1.60 | ×1 | — | — | |
| ×1.20 | ×1 | ×0.75 | ×1.60 | ×1 | — | — | |
| ×1.20 | ×1 | ×0.60 | ×1.60 | ×1 | — | — | |
| ×1.50 | ×1.10 | ×0.45 | ×1.30 | ×0.50 | — | — | |
| ×1.50 | ×1 | ×0.50 | ×0.50 | ×0.70 | — | — | |
| ×0.40 | ×1.10 | ×1.80 | ×0.70 | ×0.75 | — | — | |
| ×1.20 | ×1 | ×0.75 | ×1.60 | ×1 | — | — | |
| ×1.50 | ×1 | ×0.50 | ×0.50 | ×0.80 | — | ×0.25 | |
| — | — | — | — | ×1.60 | — | — | |
| ×1 | ×1 | ×0.75 | ×0.75 | ×1 | ×1.90 | ×1 | |
| ×1 | ×1.10 | ×0.80 | ×0.80 | ×1 | ×1.90 | ×0.60 | |
| — | — | — | — | ×1.30 | ×1.20 | — | |
| ×1.20 | ×1 | ×1 | ×1.60 | ×1.20 | — | ×1 | |
| ×1 | ×1 | ×0.75 | ×0.75 | ×1 | — | ×1 | |
| ×1.20 | ×1 | ×0.75 | ×1.60 | — | — | — | |
| — | — | — | — | — | — | ×1 | |
| ×0.60 | ×1.10 | ×1.80 | ×0.80 | ×0.75 | — | — | |
| ×1.40 | ×1.40 | ×0.90 | ×0.70 | ×0.90 | — | — | |
| — | — | — | — | ×1.70 | — | — | |
| ×1.20 | ×1.20 | ×1 | ×1.60 | ×1.10 | — | — | |
| ×1.20 | ×1.20 | ×0.80 | ×0.80 | ×0.70 | — | — | |
| ×1 | ×0.90 | ×0.60 | ×1.60 | ×1 | — | — | |
| — | — | — | — | ×0.90 | ×1.80 | — | |
| ×1.50 | ×0.90 | ×0.50 | ×0.30 | ×0.70 | — | ×0.80 | |
| ×1.50 | ×0.90 | ×0.50 | ×0.30 | ×0.70 | — | ×0.80 | |
| ×1.50 | ×0.80 | ×0.40 | ×0.30 | ×0.60 | — | ×0.70 | |
| ×1.50 | ×0.90 | ×0.50 | ×0.30 | ×0.70 | — | ×0.80 | |
| ×0.60 | ×1.30 | ×1.10 | ×0.60 | ×1 | — | — | |
| ×0.60 | ×1.30 | ×1.20 | ×0.60 | ×1.10 | — | — | |
| — | — | — | — | — | — | ×1 | |
| — | — | — | — | — | — | ×1 | |
| ×1.20 | ×1 | ×0.25 | ×0.10 | — | — | — | |
| — | — | — | — | ×1 | ×1 | — |
Ranks
A combat unit earns experience for every hit point it takes off an enemy, and is promoted twice on it: Veteran at three times its own hit points of harm, Elite at eight. Each rank is +10 % damage and hit points and +5 % speed; the chevrons beside the health bar say which. Buildings never rank, and the thresholds scale with the unit, so a buggy and a Mammoth climb at the same relative rate.
Killing above your rank pays extra: finishing a unit that outranks you is worth half its hit points again for every rank of the gap, on top of the damage that did it. A green Wolf that lands the last shot on an Elite Bison collects two ranks' worth of gap, about 740 experience, most of its own first promotion in one round. An Elite collects nothing extra, since nothing outranks it. It is the veteran army's own counter: the side that is behind earns its chevrons fastest off the side that is ahead.
Last edited