Post by Friedrich “Fried Rice” Paulus on Mar 10, 2020 1:13:11 GMT
Time to rank all of the skills as with GCR. Will rate these skills for each unit type not so much as a whole. Also keep in mind that depending on how many skill slots a general has available, some of these rules might not apply. For example, when a general needs assualt badly, it maybe worth replacing another good skill like tactics master for instance. So what I am saying is the situation differs slightly based on how many skill slots you have available, so keep that in mind. Here it is:
Pink = The Best Skills
Turquoise (light blue) = Great (never worth wasting textbooks on to remove)
Green = Good (passable, worth removing only when a 5 textbook cost investment is required)
Orange = Meh (worth removing if less than a 15 textbook cost to remove).
Red = very bad, the worst of the worst skills given. A must remove. If you need to use 30 textbooks or more, please, use a different general.
1. Sailor
Terrible. Don't need to explain why.
2. Desert Fighting
Decent as mobility is often crippled in the desert. But I would rather send a couple new infantry units to africa to clean up that region during conquest then any generals. This skill is not bad, but probably should be replaced.
3. Mountain Fighting
Infantry
- When paired with Jungle Fighting.
- Without jungle fighting. Jungle fighting alone is far better.
Cavarly
- When paired with Jungle Fighting. Very fast mobility. Combined tiles. But will still be blocked from crossing large mountains.
- Without jungle fighting. Do you think cadorna is a great general? Me neither.
Artillery
- When paired with Jungle Fighting. Very fast mobility. Combined tiles. A must have skill on any general.
- Without jungle fighting. Still a fantastic bonus.
4. Jungle Fighting
Infantry
- Best terrain bonus.
Cavarly
- A mandatory skill on any cavalry general.
Artillery
- A mandatory skill on any artillery general.
5. Plain Fighting
Infantry - not great as jungle is much better. Decent. But you will miss out on using overpowered units like hmg's for mediocre new infantry.
Cavarly - doesn't help mobility like jungle and mountain, awful when compared to both combined.
Artillery - doesn't help mobility like jungle and mountain, awful when compared to both combined.
6. Alert
Infantry: not an ideal skill but can still be useful for damage reduction.
Cavarly: same with infantry, but cover is a bit better for cavarly as you will attack many times on a cavarly unit. .
Artillery: better than when on infantry and cavalry but still not very useful.
Navy: a must have skill. Makes a huge difference in naval battles.
7. Counterattack
All units - not particularly useful when compared to other skills.
8. Inspiration
All units - can prevent demoralization. Far better than counterattack. Still, no where close to being a top tier skill.
9. Cover
All units - Far better than counterattack. Always useful but doesn't trigger consistently enough. If only it had a 30% triggering rate like in gcr.
10. Pierce
All Units - pretty good skill in all scenarios. Triggers consistently enough to be comparable to skills like intercept and edge. Equally good regardless of what unit is being attacked.
11. Rage
All units - pretty good overall, but getting below 65% health is dangerous. If a healing item is equipped than thats another story. Not a bad skill at all. Its useful but never ideal. Still, I would not waste 10 textbooks on removing this skill, it is not that bad.
12. Dogfight
All units - can prevent the ai from spamming out extra spam units. Can also trap generals to make them easier to get rid of with your team. It can be great though. Put this on an artillery general or cavarly general (no not you cadorna) for easier conquests.
13. Defense Formation
All land units - reduces damage by increasing the defense of nearby units by up to 16%. This is a rare case where an aura is very handy as it effects every unit in the surrounding radius. A general with a radius of range 3 (or having the skill at lvl 6) will be of crucial importance during defense missions.
On infantry units due to infantry units having bad defense.
14. Deterrence
All units: I would rather get extra damage than this, but it is still good.
15. Suppress
All units: meh, not worth keeping. Get pierce
16. Revenge
All units: is counterattack good? This skill is even worse as it barely triggers.
17. Tactics Master
Artillery: if you are able to attack without retaliation, why not attack twice? Top 5 skill for artillery. Do not plan to get a general without it.
Navy: crucial towards winning naval battles due to being able to wreck the weaker vessels in a rapid succession. Also helps a lot with the raiding role that navies face the majority of the time. Can get a naval general without this skill but they would be less effecive then one with.
Infantry: as infantry is the weakest unit in the game, this skill may still prove very handy, especially when on firebats. But it will also lead to losing hp far quicker. But it is still great. However, when chosing between it and ambush / intercept, I would strongly think of it over before choosing the former. It is great and fun to use no doubt, but only when it is used right. Good if an infantry general has it, but not a catastrophe if the infantry general lacks it.
Cavarly: cavarly is the strongest unit in the game, with only artillery being close to as good. As such, being able to attack more targets will be very handy when clearing out spam. Furthermore as units such as armored cars, gaurds cavarly, and marmluk cavarly are very powerful, being able to attack twice will deal devastating loses for the enemy. Also, helps tremendously with city grabbing when there is no artillery nearby. But as with infantry, it can also lead to a general taking twice as much damage and not having the sufficent turns to heal as a result. So use this skill carefully. Still, the ludendorf build seems to be one of the strong builds one can make for cavarly.
Infantry Only:
18. Assault: only two skills better than this, infantry commander and jungle fighting.
19. Formation Master: there are an ocean of better (more consistent) skills out there.
20. Battle array: awful skill. Pray your general does not have it or sailor.
21. Street Fighting: infantry is the worst unit to do defend cities with. Get something better. Even desert is superior.
22. Intercept: pretty good skill. I would not waste 15 textbooks to add it though, if any. Keep if you have it, don't add if otherwise. One an hmg general, a general with this skill may oneshot breastplate cavarly, or at least absolutely cripple it. On regular new infantry generals, get a different skill.
Summary:
On Infantry Generals with HMG Build
On Infantry Generals with LMG and New Infantry Build
23. Tunnel: you will be attacking cities with infantry all the time, but it is only particularly good on grenadiers, which you were use once every 2 weeks of gameplay. Bad, but not terrible.
24. Ambush: pretty good skill imo. Far better than cover. Only remove it if it costs 5 textbooks and no more.
25. Infantry Commander
- For primary aura general. A must have.
- For supporting infantry generals. I would not put this on every general on the team. But it you do, you can at least have maximum damage even when said general splits from the main infantry general (the one with aura). Other skills
26. Infantry Master - only adds 9% damage at lvl 6. Still a great skill, but maybe not on of the best. Better than intercept on non hmg build. It's equal on hmg build.
Cavarly only:
27. Strike - like assualt, a must have skill
28. Cavarly Commander
- For primary aura general. A must have.
- For supporting cavarly generals. I would not put this on every general on the team. But it you do, you can at least have maximum damage even when said general splits from the main infantry general (the one with aura). Other skills maybe a better option. but since cavarly travel much faster than infantry, splitting your cavarly generals will occur much more often then when on infantry.
29. Surprise - second to only strike. A must have skill.
30. Riding Master - far better cavarly skills out there.
31. Manuever - ...
32. Station - a pretty good skill as cavarly can defend cities very well. But would I have it on a perfect cavarly general: no. Green as it is strong, but it is worth replacing even with a 15 textbook cost in most scenarios.
33. Edge - as infantry is the most spammed city holding unit, cavarly will be a good counter. Never worth replacing unless for surprise, strike, or jungle.
34. Cavarly Expert - a bit stronger than on infantry (11% max bonus). As good as edge but still not a top tier skill.
Artillery only:
35. Salvo - a must have like strike/assualt.
36. Artillery Master - same issue as with on cavarly. Overshadowed by other superior skills.
37. Explosives - like manure and bad'le array, this skill is just as terrible.
38. Land fort - slightly worse than artillery master imo. Artillery is good at defending cities but so is militia. Have your artillery outside of the city on a hill pouring damage.
39. Storm Fortifications: not so great anymore, but still not worth neglecting it costs more than 15 textbooks to remove. Get skills that work in every situation, not just against cities.
40. Artilery Commander - same situation as with cavarly. To lazy to rewrite it.
Purple if one aura. Blue if many.
41. Artillery Expert - Huge numbers but adds 18% damage at max. Still very good imo, but not top. Not better than tactics master, but not much worse.
Navy only:
42. Line of Battle - must have for navy
43. Position - meh far better skills exist.
44. Navy commander - must have. Split your navy will commonly occur. But having too many auras can also be bad.
45. Helmsman - better than position as every bit of hp on navy helps but still not a top skill.
46. Escort - must have. Like a second alert. But having too many auras can also be bad.
47. Gunsight Master - not an ideal skill for navy but still solid. Put this on your hardest hitting general. Adds 12% damage at best. But I mean, with line of battle, tactics master, alert, escort, and navy commander, it will be very hard to fit this skill on an ideal general. Still a good skill.
Pink = The Best Skills
Turquoise (light blue) = Great (never worth wasting textbooks on to remove)
Green = Good (passable, worth removing only when a 5 textbook cost investment is required)
Orange = Meh (worth removing if less than a 15 textbook cost to remove).
Red = very bad, the worst of the worst skills given. A must remove. If you need to use 30 textbooks or more, please, use a different general.
1. Sailor
Terrible. Don't need to explain why.
2. Desert Fighting
Decent as mobility is often crippled in the desert. But I would rather send a couple new infantry units to africa to clean up that region during conquest then any generals. This skill is not bad, but probably should be replaced.
3. Mountain Fighting
Infantry
- When paired with Jungle Fighting.
- Without jungle fighting. Jungle fighting alone is far better.
Cavarly
- When paired with Jungle Fighting. Very fast mobility. Combined tiles. But will still be blocked from crossing large mountains.
- Without jungle fighting. Do you think cadorna is a great general? Me neither.
Artillery
- When paired with Jungle Fighting. Very fast mobility. Combined tiles. A must have skill on any general.
- Without jungle fighting. Still a fantastic bonus.
4. Jungle Fighting
Infantry
- Best terrain bonus.
Cavarly
- A mandatory skill on any cavalry general.
Artillery
- A mandatory skill on any artillery general.
5. Plain Fighting
Infantry - not great as jungle is much better. Decent. But you will miss out on using overpowered units like hmg's for mediocre new infantry.
Cavarly - doesn't help mobility like jungle and mountain, awful when compared to both combined.
Artillery - doesn't help mobility like jungle and mountain, awful when compared to both combined.
6. Alert
Infantry: not an ideal skill but can still be useful for damage reduction.
Cavarly: same with infantry, but cover is a bit better for cavarly as you will attack many times on a cavarly unit. .
Artillery: better than when on infantry and cavalry but still not very useful.
Navy: a must have skill. Makes a huge difference in naval battles.
7. Counterattack
All units - not particularly useful when compared to other skills.
8. Inspiration
All units - can prevent demoralization. Far better than counterattack. Still, no where close to being a top tier skill.
9. Cover
All units - Far better than counterattack. Always useful but doesn't trigger consistently enough. If only it had a 30% triggering rate like in gcr.
10. Pierce
All Units - pretty good skill in all scenarios. Triggers consistently enough to be comparable to skills like intercept and edge. Equally good regardless of what unit is being attacked.
11. Rage
All units - pretty good overall, but getting below 65% health is dangerous. If a healing item is equipped than thats another story. Not a bad skill at all. Its useful but never ideal. Still, I would not waste 10 textbooks on removing this skill, it is not that bad.
12. Dogfight
All units - can prevent the ai from spamming out extra spam units. Can also trap generals to make them easier to get rid of with your team. It can be great though. Put this on an artillery general or cavarly general (no not you cadorna) for easier conquests.
13. Defense Formation
All land units - reduces damage by increasing the defense of nearby units by up to 16%. This is a rare case where an aura is very handy as it effects every unit in the surrounding radius. A general with a radius of range 3 (or having the skill at lvl 6) will be of crucial importance during defense missions.
On infantry units due to infantry units having bad defense.
14. Deterrence
All units: I would rather get extra damage than this, but it is still good.
15. Suppress
All units: meh, not worth keeping. Get pierce
16. Revenge
All units: is counterattack good? This skill is even worse as it barely triggers.
17. Tactics Master
Artillery: if you are able to attack without retaliation, why not attack twice? Top 5 skill for artillery. Do not plan to get a general without it.
Navy: crucial towards winning naval battles due to being able to wreck the weaker vessels in a rapid succession. Also helps a lot with the raiding role that navies face the majority of the time. Can get a naval general without this skill but they would be less effecive then one with.
Infantry: as infantry is the weakest unit in the game, this skill may still prove very handy, especially when on firebats. But it will also lead to losing hp far quicker. But it is still great. However, when chosing between it and ambush / intercept, I would strongly think of it over before choosing the former. It is great and fun to use no doubt, but only when it is used right. Good if an infantry general has it, but not a catastrophe if the infantry general lacks it.
Cavarly: cavarly is the strongest unit in the game, with only artillery being close to as good. As such, being able to attack more targets will be very handy when clearing out spam. Furthermore as units such as armored cars, gaurds cavarly, and marmluk cavarly are very powerful, being able to attack twice will deal devastating loses for the enemy. Also, helps tremendously with city grabbing when there is no artillery nearby. But as with infantry, it can also lead to a general taking twice as much damage and not having the sufficent turns to heal as a result. So use this skill carefully. Still, the ludendorf build seems to be one of the strong builds one can make for cavarly.
Infantry Only:
18. Assault: only two skills better than this, infantry commander and jungle fighting.
19. Formation Master: there are an ocean of better (more consistent) skills out there.
20. Battle array: awful skill. Pray your general does not have it or sailor.
21. Street Fighting: infantry is the worst unit to do defend cities with. Get something better. Even desert is superior.
22. Intercept: pretty good skill. I would not waste 15 textbooks to add it though, if any. Keep if you have it, don't add if otherwise. One an hmg general, a general with this skill may oneshot breastplate cavarly, or at least absolutely cripple it. On regular new infantry generals, get a different skill.
Summary:
On Infantry Generals with HMG Build
On Infantry Generals with LMG and New Infantry Build
23. Tunnel: you will be attacking cities with infantry all the time, but it is only particularly good on grenadiers, which you were use once every 2 weeks of gameplay. Bad, but not terrible.
24. Ambush: pretty good skill imo. Far better than cover. Only remove it if it costs 5 textbooks and no more.
25. Infantry Commander
- For primary aura general. A must have.
- For supporting infantry generals. I would not put this on every general on the team. But it you do, you can at least have maximum damage even when said general splits from the main infantry general (the one with aura). Other skills
26. Infantry Master - only adds 9% damage at lvl 6. Still a great skill, but maybe not on of the best. Better than intercept on non hmg build. It's equal on hmg build.
Cavarly only:
27. Strike - like assualt, a must have skill
28. Cavarly Commander
- For primary aura general. A must have.
- For supporting cavarly generals. I would not put this on every general on the team. But it you do, you can at least have maximum damage even when said general splits from the main infantry general (the one with aura). Other skills maybe a better option. but since cavarly travel much faster than infantry, splitting your cavarly generals will occur much more often then when on infantry.
29. Surprise - second to only strike. A must have skill.
30. Riding Master - far better cavarly skills out there.
31. Manuever - ...
32. Station - a pretty good skill as cavarly can defend cities very well. But would I have it on a perfect cavarly general: no. Green as it is strong, but it is worth replacing even with a 15 textbook cost in most scenarios.
33. Edge - as infantry is the most spammed city holding unit, cavarly will be a good counter. Never worth replacing unless for surprise, strike, or jungle.
34. Cavarly Expert - a bit stronger than on infantry (11% max bonus). As good as edge but still not a top tier skill.
Artillery only:
35. Salvo - a must have like strike/assualt.
36. Artillery Master - same issue as with on cavarly. Overshadowed by other superior skills.
37. Explosives - like manure and bad'le array, this skill is just as terrible.
38. Land fort - slightly worse than artillery master imo. Artillery is good at defending cities but so is militia. Have your artillery outside of the city on a hill pouring damage.
39. Storm Fortifications: not so great anymore, but still not worth neglecting it costs more than 15 textbooks to remove. Get skills that work in every situation, not just against cities.
40. Artilery Commander - same situation as with cavarly. To lazy to rewrite it.
Purple if one aura. Blue if many.
41. Artillery Expert - Huge numbers but adds 18% damage at max. Still very good imo, but not top. Not better than tactics master, but not much worse.
Navy only:
42. Line of Battle - must have for navy
43. Position - meh far better skills exist.
44. Navy commander - must have. Split your navy will commonly occur. But having too many auras can also be bad.
45. Helmsman - better than position as every bit of hp on navy helps but still not a top skill.
46. Escort - must have. Like a second alert. But having too many auras can also be bad.
47. Gunsight Master - not an ideal skill for navy but still solid. Put this on your hardest hitting general. Adds 12% damage at best. But I mean, with line of battle, tactics master, alert, escort, and navy commander, it will be very hard to fit this skill on an ideal general. Still a good skill.