unit specificities
unit specificities
anywhere I can find what a DD tank and all other unique units can do? I assume DD can cross water with no penalties...
Re: unit specificities
Hobart Funnies too, but also has engineers characteristic
Re: unit specificities
... all other unique units ??
Re: unit specificities
slippr wrote:... all other unique units ??
bump
Re: unit specificities
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.
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.
Re: unit specificities
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.