Units

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Centy
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Re: Units

Unread postby Centy » Mon Sep 12, 2011 9:05 pm

Tomislav Uzelac wrote:Air Units are a theater asset. You get a certain number of air attacks per turn and you can use them to attack anywhere on the map.

While this means that you can use air strikes at some unrealistic places (e.g. deep behind enemy lines), the mechanic itself discourages such unrealistic use. Main effect of air attacks is suppression, and that means that they are only useful for close air support, to soften the enemy before attacking with land units.


Does that mean air units can't engage each other or is there some kind of Anti-aircraft support unit?

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2xPelin
2x2 Games
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Re: Units

Unread postby 2xPelin » Mon Sep 12, 2011 9:30 pm

Centy wrote:
Tomislav Uzelac wrote:Air Units are a theater asset. You get a certain number of air attacks per turn and you can use them to attack anywhere on the map.

While this means that you can use air strikes at some unrealistic places (e.g. deep behind enemy lines), the mechanic itself discourages such unrealistic use. Main effect of air attacks is suppression, and that means that they are only useful for close air support, to soften the enemy before attacking with land units.


Does that mean air units can't engage each other or is there some kind of Anti-aircraft support unit?


There is Anti-Air specialist step that prevents enemy air attacks against their parent unit and all adjacent friendly units.

Imperial Dane
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Re: Units

Unread postby Imperial Dane » Tue Oct 25, 2011 9:34 pm

Interesting stuff. Quite a lot of detail, although i have been wondering about what i suspect is the Engineer specialist and what it exactly does :)

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kaiserbill
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Re: Units

Unread postby kaiserbill » Tue Oct 25, 2011 11:50 pm

Imperial Dane wrote:Interesting stuff. Quite a lot of detail, although i have been wondering about what i suspect is the Engineer specialist and what it exactly does :)


Sadly the engineer step is the most awesome choice you can make in the game. Not only do those Nazi megamen poineers come with a bunch of extra fighting stats, they have a very special feature. They remove most, if not all, the penalties for attacking dug in men and crossing rivers. As these are the only circs in which armour will not just BURST men like a wicked child with a sharp needle at a wild balloon party, it is very useful indeed. Frankly I never choose anything else until I run out of engineers.
Outside of a dog, a book is a man's best friend. Inside of a dog it's too dark to read.
Groucho Marx

Imperial Dane
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Re: Units

Unread postby Imperial Dane » Wed Oct 26, 2011 11:15 am

Sounds a bit exaggerated, but i suppose i could see a potential problem. Then again, hard to say with only one source and no greater idea of the rest of the game and the other specialists :P

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Tomislav Uzelac
2x2 Games
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Re: Units

Unread postby Tomislav Uzelac » Thu Oct 27, 2011 10:33 pm

Well, kaiserbill plays a lot of multiplayer games and that really gives you a different perspective on units, specialists, tweaking etc. Multiplayer is like the ultimate stress test of the game system. Too bad we didn't get enough of that still.

Imperial Dane
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Re: Units

Unread postby Imperial Dane » Thu Oct 27, 2011 11:10 pm

Well granted i haven't played a lot of this, but i'm no novice to multiplayer games either :P and i do know that some people tend to exagerate a bit plus there are tendencies for the meta game to quickly rush to one thing in the beginning believing it to be the new Wunderwaffe until someone figures out something else ;)

But hard for me to say without having any experience.