Page 2 of 2

Re: Units

Posted: Mon Sep 12, 2011 9:05 pm
by Centy
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?

Re: Units

Posted: Mon Sep 12, 2011 9:30 pm
by 2xPelin
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.

Re: Units

Posted: Tue Oct 25, 2011 9:34 pm
by Imperial Dane
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 :)

Re: Units

Posted: Tue Oct 25, 2011 11:50 pm
by kaiserbill
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.

Re: Units

Posted: Wed Oct 26, 2011 11:15 am
by Imperial Dane
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

Re: Units

Posted: Thu Oct 27, 2011 10:33 pm
by Tomislav Uzelac
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.

Re: Units

Posted: Thu Oct 27, 2011 11:10 pm
by Imperial Dane
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.