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Post by Harry Lillis "Bing" Crosby Jr on Jun 9, 2020 10:37:56 GMT
Well there is a clear difference between the views of forum members, as compared to strangers/users of other forums. After all, that's how new members and players form their know-how and in game skills; mostly from forum guides and tips.
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Post by Gone on Jun 9, 2020 19:15:49 GMT
whats so fun about using sub optimal generals just to be different? its still the same gameplay style, plus you are making it harder for yourself if you want to try to complete the challenge campaigns/conquests. beating those would be fun because that's a challenge Compared to my strongest gen, he does 12% less raw damage, this is acceptable considering the emotional worth he is giving me. Further, at his own he is weak, but I specialised him to be used as Moltke's teammate; both have surprise attack, he has revenge and counterattack and Moltke the older has CavCommander. Side on side he does awesome damage when counterattacking Wait until you meet the super-difficult missions that even players with top generals struggle to complete.
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Post by Torvesta on Jun 10, 2020 2:22:23 GMT
exactly, if he wats to complete the game, then he better just buy the best generals otherwise he is just making his life difficult
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Post by kanue on Jun 10, 2020 5:04:29 GMT
Seems like there are multiple topics being discussed here.
Training I think that ET game is offense oriented. You can see that most of the time you are tasked to complete the objectives within a limit amount of rounds. So mobility and attack stat are preferred. IMO, I prioritized movement over everything (esp. when that additional movement point allows your main troop to move one extra hex) then attack > HP > def. Def stat has always been pretty weak in ET game (except when you really have a ton of it. e.g. gen on armored car. But you get only 2-4 def from training so it's kinda negligible).
Alert VS Riding Master As mentioned earlier, Alert reduces damage from units with range attack, not attack from 2+ hex range. That means you always get the -25% damage from the skill (even though you attack artillery from melee). So its benefit is solid. So it is all up to whether you want it or not. Riding Master is mathematically weak and the fact that it is not reliable makes the even less useful. BTW, the term 'mathematically' implies that this is not an opinion. Still, the skill adds a little bit of unreliable damage (e.g. less than 3.5% on average). So it's all up to you whether you want a bit of extra damage or additional defense against artillery, ship, and forts. One more thing to consider, Alert stacks multiplicatively with terrain defense. Since Plumer has jungle fighting, he can be a good anti-artillery general.
Surprise Attack VS Tactic Master Surprise Attack multiplies 1.08 to 1.20 to your output. Tactic Master gives 20% chance to attack again. So Tactic Master adds more damage (unless you can always move 5 hex for surprise attack) but do not forget that it has some drawbacks. Attacking twice means you will be counterattack twice. You may argue that you won't get counterattack if you kill the target but that is what you cannot always do, especially later in the game. Also it is less reliable; you either get double damage or nothing. So that is relatively hard to make sure that kill the unit compared to having extra flat damage. Anyway, both skills are great. I just want to point out that one is not always better than another.
Mainstream VS Unique generals That's a matter of preference. If you are goal oriented and want to finish this game as fast and easy as possible then using the strongest generals and turning them into Ludendorff's clones (with a bit of variations) might be you way to go. But some players just enjoy this game from different aspects, e.g. using their fav historical figures, having badass-look gens the team, or deploying highly specialized gens in a specific situation. At least that gives the feeling of uniqueness and identity. That's why you can see sub-optimal choices everywhere; Moltke, Mackensen, Lee, Vorbeck, etc. Some player even make infantry oriented team even though generals on infantry are not exactly strong. I also have Leopold and Joffre on my main team.
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Post by AlterFritz on Jun 10, 2020 7:38:21 GMT
kanueAre you still satisfied with your desert fighting gens? I'm considering to build a side player team, but I'm indecisive whether it is worth it.
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Post by SolidLight on Jun 10, 2020 7:57:40 GMT
Seems like there are multiple topics being discussed here. Training I think that ET game is offense oriented. You can see that most of the time you are tasked to complete the objectives within a limit amount of rounds. So mobility and attack stat are preferred. IMO, I prioritized movement over everything (esp. when that additional movement point allows your main troop to move one extra hex) then attack > HP > def. Def stat has always been pretty weak in ET game (except when you really have a ton of it. e.g. gen on armored car. But you get only 2-4 def from training so it's kinda negligible). Alert VS Riding Master As mentioned earlier, Alert reduces damage from units with range attack, not attack from 2+ hex range. That means you always get the -25% damage from the skill (even though you attack artillery from melee). So its benefit is solid. So it is all up to whether you want it or not. Riding Master is mathematically weak and the fact that it is not reliable makes the even less useful. BTW, the term 'mathematically' implies that this is not an opinion. Still, the skill adds a little bit of unreliable damage (e.g. less than 3.5% on average). So it's all up to you whether you want a bit of extra damage or additional defense against artillery, ship, and forts. One more thing to consider, Alert stacks multiplicatively with terrain defense. Since Plumer has jungle fighting, he can be a good anti-artillery general. Surprise Attack VS Tactic Master Surprise Attack multiplies 1.08 to 1.20 to your output. Tactic Master gives 20% chance to attack again. So Tactic Master adds more damage (unless you can always move 5 hex for surprise attack) but do not forget that it has some drawbacks. Attacking twice means you will be counterattack twice. You may argue that you won't get counterattack if you kill the target but that is what you cannot always do, especially later in the game. Also it is less reliable; you either get double damage or nothing. So that is relatively hard to make sure that kill the unit compared to having extra flat damage. Anyway, both skills are great. I just want to point out that one is not always better than another. Mainstream VS Unique generals That's a matter of preference. If you are goal oriented and want to finish this game as fast and easy as possible then using the strongest generals and turning them into Ludendorff's clones (with a bit of variations) might be you way to go. But some players just enjoy this game from different aspects, e.g. using their fav historical figures, having badass-look gens the team, or deploying highly specialized gens in a specific situation. At least that gives the feeling of uniqueness and identity. That's why you can see sub-optimal choices everywhere; Moltke, Mackensen, Lee, Vorbeck, etc. Some player even make infantry oriented team even though generals on infantry are not exactly strong. I also have Leopold and Joffre on my main team. Is it a good idea to do defense over HP on cavalry? Since they really have massive base def.
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Post by Harry Lillis "Bing" Crosby Jr on Jun 10, 2020 8:12:47 GMT
Well if you mention that they have strong base def, the natural choice would be to invest in health before defense to maximize your units' benefits
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Post by AlterFritz on Jun 10, 2020 8:34:43 GMT
I would say HP is better under basic conditions
For example:
LV6 Cav Defense is +24 LV6 Cav HP is +105
Enemy Unit is fictive with 100 Attack and 100% against all Armor Types Allied Unit is Cossack with basicly 10 def and 230 HP
Case 1 (basic):
230/((100*100)/(100+10)) The Attacker needs ~2,5 Hits to wipe out our Unit
Case 2 (LV6 Def):
230/((100*100)/(100+34)) The Attacker needs ~3 Hits to wipe out our Unit
Case 3 (LV6 HP):
335/((100*100)/(100+10)) The Attacker needs ~3,7 Hits to wipe out our Unit
But it is all without some special skill's like Pierce, Edge etc.
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Post by AlterFritz on Jun 10, 2020 9:07:53 GMT
Okay, have been a bit too lazy; another math with Breastplate is more common:
Basic HP is 290 and Def 54
Normal case 290/((100*100)/(100+54)) 4,46 Hits
LV6 Def 290/((100*100)/(100+78)) 5,1 Hits
LV6 HP 395/((100*100)/(100+54)) 6,1 Hits
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Post by kanue on Jun 10, 2020 10:33:30 GMT
kanue Are you still satisfied with your desert fighting gens? I'm considering to build a side player team, but I'm indecisive whether it is worth it. I am happy with that. With the resources and general slots available in this game, I can create two almost identical generals with and without desert fighting. So that basically means I have an addition option to choose. But to be honest, I mainly want the movement part of the skill.
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Post by AlterFritz on Jun 10, 2020 11:59:42 GMT
kanue Are you still satisfied with your desert fighting gens? I'm considering to build a side player team, but I'm indecisive whether it is worth it. I am happy with that. With the resources and general slots available in this game, I can create two almost identical generals with and without desert fighting. So that basically means I have an addition option to choose. But to be honest, I mainly want the movement part of the skill. Yes, the movement is that what I want, it is annoying to move throug west america, north africa and anatolia from tile to tile
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Post by Torvesta on Jun 15, 2020 8:36:07 GMT
i know enemy's tech scales better for conquest challenges so doesn't it make sense to just max attack and mobility and keep defence and health level 1? mobility doesn't give a huge advantage to the enemy but its super useful for the player. also attack is important for artillery - artillery is free damage without getting hit back and also important for cav to be able to 1 shot an enemy unit and not be attacked back. keeping defence and health at lvl 1 means enemy should be easier to kill because they will have lower health + defence. you will also have lower health but that doesnt matter if you can clear enemy with cav - won't get hit back
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Post by Gerd von Rundstedt on Jul 30, 2021 18:11:52 GMT
My favorite part of the EW6 1914 board.
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