Tips & Tricks

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Apocalypse31
Second Lieutenant
Posts: 6
Joined: Thu Jan 03, 2013 12:25 am

Re: Tips & Tricks

Unread postby Apocalypse31 » Thu Jan 03, 2013 4:59 am

At first I though Soviet cavalry was one of the weaker units among their arsenal. Moderately low #'s when compared to tank or mechanized forces. As I have learned , the cavalry can be one of the most effective units on the battlefield when applied correctly.

Since these units have good movement, they should be used to exploit holes in the axis lines. Use tanks and mechanized forces to punch holes in the axis line, then send cavalry units through cutting off roads and destroying weak/retreating axis units.

I used these units with great success during Lvov, and at one point I had 4 cavalry units completely cut off the German front line units

kashkin
First Lieutenant
Posts: 12
Joined: Mon Nov 19, 2012 5:43 am

Re: Tips & Tricks

Unread postby kashkin » Tue Jan 15, 2013 2:32 pm

Cavalry units become much better when they have a T-34 specialist step attached, though you might want to save the step for a tank corps.

One thing I found useful (in Red turn) was re-organising tank corps as the Soviets when they were available, generally on bigger map.s However it is on those maps that armoured units will take more losses, the re-organised can reinforce your tank/mechanised units when needed.

sedan
Second Lieutenant
Posts: 5
Joined: Sat Feb 09, 2013 11:40 pm

Re: Tips & Tricks

Unread postby sedan » Sun Feb 10, 2013 12:53 pm

The 'undo' button is your friend!

Move a unit, hover over enemy units and look at the probable combat outcomes.

Don't like what your see? Click 'undo' and try something else.

It is sometimes useful to look at multiple moves (undoing each before trying the next) before deciding which moves to actually make (and the order in which to make them).

mrclean92124
Second Lieutenant
Posts: 8
Joined: Sat Mar 30, 2013 1:57 am

Re: Tips & Tricks

Unread postby mrclean92124 » Mon Apr 01, 2013 4:28 am

1) Take a stop by da Wiki: http://unityofcommand.net/wiki/Specialists
2) On the final attack for objective, don't be afraid to disband units to make room for the next unit to move up and attack. Then disband that unit, etc. This is especially usefull for final objectives. There's no points awarded for surviving units so sacrifice away as needed.
3) At the beginning of a map...if the 1st few attacks go badly...No shame in restarting. Not much room for error Imho. Timelines are TIGHT on some of the maps.
4) According to the UoC wiki, Engineering specialty is most useful.

kashkin
First Lieutenant
Posts: 12
Joined: Mon Nov 19, 2012 5:43 am

Re: Tips & Tricks

Unread postby kashkin » Thu Oct 03, 2013 5:54 am

mrclean92124 wrote:1) Take a stop by da Wiki: http://unityofcommand.net/wiki/Specialists
2) On the final attack for objective, don't be afraid to disband units to make room for the next unit to move up and attack. Then disband that unit, etc. This is especially usefull for final objectives. There's no points awarded for surviving units so sacrifice away as needed.
3) At the beginning of a map...if the 1st few attacks go badly...No shame in restarting. Not much room for error Imho. Timelines are TIGHT on some of the maps.
4) According to the UoC wiki, Engineering specialty is most useful.


Be careful with disbanding units, it can cost you a lot of prestige.

User avatar
HolyDeath
Captain
Posts: 47
Joined: Mon Jul 22, 2013 4:25 pm

Re: Tips & Tricks

Unread postby HolyDeath » Thu Oct 03, 2013 9:19 am

You can disband one unit per scenario without any penalties. One.

It's a good thing to reorganize weakened units or specialists far behind the front line to add it closer to the front (let's - moving artillery forward across the map) or to make stronger units out of too many weaker ones.

ZM_Ranger
Newcomer
Posts: 1
Joined: Thu Sep 07, 2017 4:25 pm

Re: Tips & Tricks

Unread postby ZM_Ranger » Thu Sep 07, 2017 4:59 pm

Be careful when leaving a few battle worn infantry units to massacre the out-of-supply enemy units: they can still fight back. When calculating combat odds against an opponent with 0 active steps the game cannot divide by zero so it considers them to have Combat Value of 1. This makes so that you need at least 3 steps of 1 Attack infantry to destroy them without taking losses. It's worse when considering specialist shifts and veteran/elite units. For +1 defender shift you'll need 5 and for +2, 7 steps of 1 Attk infantry. Its a little better with SI: 2/3/4 steps respectively.

It might seem as not worth mentioning but all who experienced a small enemy unit cutting off your supply and stealing your BV know better.


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