Post by Friedrich “Fried Rice” Paulus on Mar 15, 2021 15:01:30 GMT
When this list is completed, it will have the form of my ew4 all general analysis review where I talk about every skill individually with a picture of the skill next to my critique. I will also make an all GoG3 reviews list as well.
As always,
Purple = (Excellent)
Light Blue = (Great)
Green = (Above Average)
Yellow = (Average)
Orange = (Below Average)
Red = (Absolutely Useless)
Last Edited, 3/17/2021 - most skills categorized
Universal
Plain Fighting (Excellent)
-Extra damage that works anywhere. An extremely good skill.
Plunder Supply (Great)
-Gaining health from killing units is a great way to increase survivability. It is an excellent skill when supplemented with an ability to attack multiple times (on tanks or with a leader skill).
Fire Suppression (Great)
-A very good skill that rewards the general for attacking. It and guerilla are almost essential for a good infantry general.
Leadership (Great)
- Reduces up to 50% cost of adding on units to troops. This is very good on units that get damaged quickly like infantry or tanks, but negligible on artillery. As there have been countless missions where I ran out of resources and lost as a result, a general with leadership alone can bring a lot to the table. Looking at you, Bock.
Anti Armor (Great) - Deals massive damage against tanks which are the mostly deadly units on the battlefield. An extremely good skill to have on any general.
Victory Rush (Great) - Flank enemies and attack. A great skill that is also easy to use.
Accuracy Strike (Great) - Since enemies spam special forces in this game, this skill is actually pretty good as it destroys your enemies equipment, so you will be doing a lot of damage, protecting your army, and wasting your enemies cash. Pretty awesome imo.
Garrison (Great) - Not having morale decline when defending cities and factories is pretty amazing honestly. You can absorb tons of damage, heal on the same tile, and defend cities for an indefinite amount of time. Awesome!
Economics (Above Average) - As this skill only works in building areas, it is a situation skill that can still be useful when defending cities. On a general like Badoglio, I consider this skill to be very useful as you can park him inside of a city and he'll simulatenously defend the city well and earn you enough gold to heal your other generals like guderian.
Crowd Tactics (Above Average) - A useful bonus sure, but requires you to be a stack larger than your enemy. This isn't always easy to accomplish, so its a useful but situational bonus.
Jungle Fighting (Above Average) - Jungle fighting is always good in easy tech games as forests are very common, second to plain tiles. A good bonus, just not so much for sieging cities.
Snow Fighting (Above Average) - Useful on snow tiles (white tiles), but those are not necessarily the most common. Still not bad in certain campaigns like the eastern front.
Urban Fighting (Above Average) - As units heal on urban tiles, an urban warfare bonus would be very useful in defensive missions.
Rumor (Above Average) -
Logistic (Above Average) - pretty awesome regardless of the unit it is one. Does a lot to improve survivability, though worse on land units than naval units as adding stacks to your army is more convenient.
Camoflauge (Above Average) - Enemies spam air attacks, and artillery units especially one with a general can be pretty dangerous. So this skill is pretty useful in protecting your generals.
Passion (Above Average)
- For Kurt Student, (Great) As he also has the paratrooper skill.
- For other units, (Average) As it is not always possible to be in max morale.
Desperate (Average) - Would be a great or even excellent bonus, but rumor unfortunately decreases morale by a measly 1/5th of the amount required to cause a morale decline by one level. So the amount of morale lost is pretty negligible, hence this skill is mediocre.
Mountain Fighting (Average) - Mountain's are not easy to fight on and pretty rare. However, its still an ok bonus on a general like Leclerc.
Inspiration (Average) - Improves the morale increase or nearby allies after they attack. This is both hard to use and the aura range is only 1 grid. This skill is very mediocre.
Desert Fighting (Average) - Useful for the African campaign missions and conquests, but outside of that, very hard to use.
Machinist (Average) - Will save a little bit of money in the long run but nothing too crazy to write about. Its most useful when defending a factory. Its an ok skill.
Samurai (Average) - Prevents army units from going into chaos. Not an amazing bonus, but as it works anywhere, it is pretty strong.
Crossfire (Average) - An ok skill, but not a recommended one as offense > defense.
Encouraged (Average) - Basically, ew6 version of inspiration of this game. A decent skill, but there are better ones.
Elastic Defense (Below Average)
- Infantry (Above Average) - Build bunkers and hide in them. Also awesome when you are manning a land bunker or a sea artillery as you get extra defense inside of one. Nice bonus overall, but requires you to be inside of a city or bunker to activate, so it is good but very situational. Great on Model.
- Anything else (Below Average) - I am not sure if the defensive bonus of bunkers even work for tanks or artillery. For defending cities, it is also just ok. For anything other than an infantry general, this skill sucks.
Amphibious (Below Average) - nice bonus for when attacking in water on land units. Since land units have to land on the beach before they are destroyed by the navy, or get to attack once or twice when crossing a body of water, this skill is below average.
Training (Absolutely Useless) - I have not cared about how much xp my unit has since wc4. And neither should you.
Ace Forces (Absolutely Useless) - From what I have heard on this forum, this skill is broken.
Scout (Horrendous, the worst skill in the game) - If land scout was the same as sea scout, this skill would be much better. I unfortunately forgot this fact. This is truly a terrible and useless skill because only getting 10 xp for detecting an enemy is absolutely terrible. It will be useless once your general is dead for discovering manstein or zhukov hidden in the fog, and useless at max rank.
Infantry
Army Group (Excellent) - Infantry aura + 15 attack within two grids. A very good skill, just a shame that this is the only reason to buy Eisenhower as he has no other redeemable qualities.
Infantry Leader (Excellent) - Attacking twice (up to even 4 times consecutively), especially in a bunker, will destroy your enemies quickly. Very good when paired with a special unit like the Cossack cavalry that is also capable of attacking multiple times and with rundstendt's bonus. This skill becomes broken pretty quickly on a good general.
Bayonet Charge (Great) - + 2.5 stars on infantry at max bonus. More damage is also good.
Raider (Great) - Additional chance to crit can lead to massive damage one shotting units.
Guerilla (Great) - A great skill that adds a lot of survavibility to an infantry general.
Guerilla + Fire Supression Combo (Above Average) - they kind of cancel each other out as if one works the other won't.
Sniper (Above Average) - works well with special forces, otherwise still a good skill as you can kill enemy units garrisoning the city. Awesome overall.
Reserve (Average) - same as mechanist, saves a bit of money and is good when defending a city, but otherwise just ok.
Tank
Panzer Group (Excellent) - A tank aura is extremely useful, as even in the early game, your are given 3 free tank generals.
Blitzkrieg (Excellent) - Since tanks can attack multiple times, blitzkrieg reduces a lot of damage recieved.
Tide of Iron (Great) - Up to an extra 2.5 tank stars in output. Awesome.
Armored Assualt (Great) - Extra crit bonus is always nice.
Plunder Supplies + Fire Suppression (Excellent) - Rundstedt makes a pretty good tank general as well as he takes very little damage from attacking and also heals from killing enemies. Aside from Guderian, Rundstedt has the second highest survivability on tanks and may even be worth using over Rommel.
Panzer Leader (Great) - Ok in the beginning, generals with panzer leader won't be anything special on medium tanks or below. But on KV6, absolutely broken.
Artillery
Artillery Leader (Excellent)
Artillery Barrage (Excellent)
Fire Focus (Great)
Accuracy (Great) - Extra crit bonus is always nice.
Navy
Wolfpack (Excellent) - Since in a naval battle, your are always surrounded by ally naval units, this bonus is excellent and any general that has this skill is automatically worth using.
Torpedo Expert (Great) - 25% extra output, nice.
Warning (Great) - Since navy takes a lot of damage and gets rumored quickly, this skill is really good at keeping naval units alive in the long run. Also protects against air too.
Naval Gun Strike (Great) - Up to an extra 2.5 stars of output in naval units. Sweet.
Destroy (Great) - Extra crit bonus is very nice.
Logistic (Great) - Since naval units have a lot of range, this skill may actually be better than warning as after the enemy navy is destroyed and your admiral has to focus on attacking land units, he'll heal back a lot of health in the process.
Organization (Above Average) - Reduces damage declining from losing health. A great naval skill, but requires your admiral to be damaged to use so its worse than the other on this list.
Sea Scout (Average) - Being able to detect enemy forces from far away is always useful but it won't help you in a 1 v 1 fight.
Air Force
Airforce Cluster (Excellent) - Absolutely amazing, but a really strong general like zhukov into chaos from really far away. A must have skill on a good infantry general.
Dive Bombing (Great) - Adds a lot of extra output to your air attacks. But the aura bonus will not be super useful as on land you won't be surrounding by many other units capable of air attack. A good skill, but worse than airforce cluster imo.
On Land, (Excellent)
Carpet Bombing (Above Average) - Extra damage when bombing cities. Useful on land generals, but not essential, and almost worthless on navy. Still, it does give yamamoto a slight edge over kesselring as a land general. This skill is blue on land, green on navy.
Sea Scout (Above Average) - Being able to detect enemy units with your carrier from far away while still far away and rushing them with the rest of your navy. Game changing.
Aviation Fuel (Average) - Worse than sea scout on navy, but still a good bonus on land units. A good skill over all.