unit specificities

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slippr
Captain
Posts: 38
Joined: Sat Feb 14, 2015 3:11 pm

unit specificities

Unread postby slippr » Mon Dec 09, 2019 4:14 pm

anywhere I can find what a DD tank and all other unique units can do? I assume DD can cross water with no penalties...

genBrooks
Brigadier General
Posts: 392
Joined: Wed Oct 23, 2019 8:47 pm

Re: unit specificities

Unread postby genBrooks » Mon Dec 09, 2019 5:48 pm

Hobart Funnies too, but also has engineers characteristic

slippr
Captain
Posts: 38
Joined: Sat Feb 14, 2015 3:11 pm

Re: unit specificities

Unread postby slippr » Mon Dec 09, 2019 6:05 pm

... all other unique units ??

slippr
Captain
Posts: 38
Joined: Sat Feb 14, 2015 3:11 pm

Re: unit specificities

Unread postby slippr » Sun Dec 22, 2019 9:45 am

slippr wrote:... all other unique units ??

bump

Heinlager
First Lieutenant
Posts: 13
Joined: Fri Apr 05, 2013 5:41 am

Re: unit specificities

Unread postby Heinlager » Mon Dec 23, 2019 7:09 am

DD shermans, Hobarts, marines and i think commandos are active on landings and river crossings. (might not be implemented).
Engineers and Hobarts ignore one level of entrenchment in combat and will remove it in certain attacks. They also suffer less river crossing shifts.
Armor/artillery adds combat shifts on attack when the terrain/entrenchment allows.
Artillery allows suppressive fire and set piece attacks. Also artillery can cause cities to become ruined.
Armor* adds armor for defensive battles only to reduce enemy armor shifts.
Recon captures adjacent hexes outside enemy zone of control.

Everything else is just to add more attack/defence, which shouldn't be underestimated especially for allies.

slippr
Captain
Posts: 38
Joined: Sat Feb 14, 2015 3:11 pm

Re: unit specificities

Unread postby slippr » Mon Dec 23, 2019 11:00 pm

Heinlager wrote:DD shermans, Hobarts, marines and i think commandos are active on landings and river crossings. (might not be implemented).
Engineers and Hobarts ignore one level of entrenchment in combat and will remove it in certain attacks. They also suffer less river crossing shifts.
Armor/artillery adds combat shifts on attack when the terrain/entrenchment allows.
Artillery allows suppressive fire and set piece attacks. Also artillery can cause cities to become ruined.
Armor* adds armor for defensive battles only to reduce enemy armor shifts.
Recon captures adjacent hexes outside enemy zone of control.

Everything else is just to add more attack/defence, which shouldn't be underestimated especially for allies.
:D :D :D