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Post by Gerd von Rundstedt on Jun 2, 2021 13:13:50 GMT
Fighting armoured vehicles with infantry has always not always resulted in positive experiences for me. I think intercept is less useful in ew6 1914, as the machine gun boost on armoured cars is very strong. Tanks vs Infantry on the other hand is quite doable, but I always preferred to try and conserve my Inf generals' health so that they could be the main damage-takers, as for some reason they always the computer often targets them, and they almost always end up in situations with low health, no matter how many defence skills are put on them. But I would say the best Infantry general is a tie between Straussenberg and Macmahon. Straussenberg- Petain but free. Macmahon- best defensive general in the game, and needed for 2 history missions, very useful when put on inf special units or even new infantry (Straussenberg gets the HMG, unless there's 2 hmg's lying around, and I don't want to waste 10 turns' worth of income just getting my gens out- it already takes about 8 to put them out on armoured cars) I find that it's quite a pity that there's no Austro-hungarian History mission, considering the fact that there's quite a few Austrian gens in the game, and most of them are good to great generals. Like none are bad- except maybe archduke Eugen and Emperor Franz Joseph. Lee?!
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Post by Taizong of Tang on Jun 2, 2021 13:36:12 GMT
For an infantry general on HMG, is tactics master or ambush better?
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Post by Deleted on Jun 2, 2021 14:18:46 GMT
For an infantry general on HMG, is tactics master or ambush better? Tactic master is better than ambush in every situation.
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Post by 6Johnny23 on Jun 3, 2021 12:44:09 GMT
For an infantry general on HMG, is tactics master or ambush better? Using common sense, and the fact than infantry is really fragile a two-hit-KO with 30 damage taken (strong inf. general) is better than a 3-hit-KO or more with a weak inf. general. So on Burnside no, but someone like Straussenburg, yes.
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Post by ash1234 on Jun 3, 2021 16:18:33 GMT
I'd argue that in the long-run tactics master on infantry isn't good, due to survivability of the general. But that's just my take.
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Post by Deleted on Jun 4, 2021 1:05:38 GMT
I'd argue that in the long-run tactics master on infantry isn't good, due to survivability of the general. But that's just my take. If you put it on a general like Straussenberg, then the attacked,in most cases, will not survive the second hit.
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Post by ash1234 on Jun 4, 2021 10:00:42 GMT
I'd argue that in the long-run tactics master on infantry isn't good, due to survivability of the general. But that's just my take. If you put it on a general like Straussenberg, then the attacked,in most cases, will not survive the second hit. Yeah, but like, I prefer for infantry to fulfill a defensive role, and cavalry to be fully offensive. That's why I prefer for my infantry generals to be able to survive long as possible without healing items, so I could swap them out with cavalry generals' items. Then of course, I would swap the items back later, but I just need infantry generals to hold the line, and wait for 3 or 4 of my cavalry gens to be near full health, before launching an attack. I find that even at Marshal and fully maxed, infantry generals tend to lose health faster than cavalry generals, probably due to the inferior defence of Infantry compared to cav.
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Post by Deleted on Jun 4, 2021 11:17:42 GMT
If you put it on a general like Straussenberg, then the attacked,in most cases, will not survive the second hit. Yeah, but like, I prefer for infantry to fulfill a defensive role, and cavalry to be fully offensive. That's why I prefer for my infantry generals to be able to survive long without healing items, so I could swap them out with cavalry generals' items. Then of course, I would swap the items back later, but I just need infantry generals to hold the line, and wait for 3 or 4 of my cavalry gens to be near full health, before launching an attack. I find that even at Marshal and fully maxed, infantry generals tend to lose health faster than cavalry generals, probably due to the inferior defence of Infantry compared to cav. I use them in opposite way
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Post by Taizong of Tang on Jun 4, 2021 14:08:11 GMT
Yeah, but like, I prefer for infantry to fulfill a defensive role, and cavalry to be fully offensive. That's why I prefer for my infantry generals to be able to survive long without healing items, so I could swap them out with cavalry generals' items. Then of course, I would swap the items back later, but I just need infantry generals to hold the line, and wait for 3 or 4 of my cavalry gens to be near full health, before launching an attack. I find that even at Marshal and fully maxed, infantry generals tend to lose health faster than cavalry generals, probably due to the inferior defence of Infantry compared to cav. I use them in opposite way Im an avid fan of combined arms and I think it's best to start with artillery to bombard enemy, then have infantry soften them up for cavalry to finish them off. With that, cavalry can still proc victory rush allowing them to attack another enemy. Got 6 infantry, 4 of them are on HMG, 2 are on new infantry. Haig on new infantry- plain, ambush, inf commander, assault, and tunnel. British grenadier, main defender. Micis on new infantry- counterattack, revenge, ambush, assault, plain fighting. Backup defender. Boroevic on HMG - mountain, jungle, tactics master, assault and intercept. Cuirassier hunter, backup attacker. Bochkareva- alert, jungle, mountain, tactics master, assault. artillery hunter, backup attacker. Straussenburg on HMG- mountain, jungle, tactics master, assault, and inf commander. Main attacker. Macmahon on HMG- desert, jungle, tactics, assault, and inf commander. Main attacker on desert. Main- an essential unit on the deathball. Attacker- can either be a spearhead of a deathball or a tactical unit of another front. Defender- a key unit on the deathball, to supplement the flexibility of combined arms. Backup/hunter- able to assassinate/cripple key enemy targets with minimal cost.
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Post by Deleted on Jun 4, 2021 15:13:32 GMT
I use them in opposite way Im an avid fan of combined arms and I think it's best to start with artillery to bombard enemy, then have infantry soften them up for cavalry to finish them off. With that, cavalry can still proc victory rush allowing them to attack another enemy. Got 6 infantry, 4 of them are on HMG, 2 are on new infantry. Haig on new infantry- plain, ambush, inf commander, assault, and tunnel. British grenadier, main defender. Micis on new infantry- counterattack, revenge, ambush, assault, plain fighting. Backup defender. Boroevic on HMG - mountain, jungle, tactics master, assault and intercept. Cuirassier hunter, backup attacker. Bochkareva- alert, jungle, mountain, tactics master, assault. artillery hunter, backup attacker. Straussenburg on HMG- mountain, jungle, tactics master, assault, and inf commander. Main attacker. Macmahon on HMG- desert, jungle, tactics, assault, and inf commander. Main attacker on desert. Main- an essential unit on the deathball. Attacker- can either be a spearhead of a deathball or a tactical unit of another front. Defender- a key unit on the deathball, to supplement the flexibility of combined arms. Backup/hunter- able to assassinate/cripple key enemy targets with minimal cost. I use all my generals to attack.
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Post by ash1234 on Jun 4, 2021 15:27:45 GMT
I use them in opposite way Im an avid fan of combined arms and I think it's best to start with artillery to bombard enemy, then have infantry soften them up for cavalry to finish them off. With that, cavalry can still proc victory rush allowing them to attack another enemy. Got 6 infantry, 4 of them are on HMG, 2 are on new infantry. Haig on new infantry- plain, ambush, inf commander, assault, and tunnel. British grenadier, main defender. Micis on new infantry- counterattack, revenge, ambush, assault, plain fighting. Backup defender. Boroevic on HMG - mountain, jungle, tactics master, assault and intercept. Cuirassier hunter, backup attacker. Bochkareva- alert, jungle, mountain, tactics master, assault. artillery hunter, backup attacker. Straussenburg on HMG- mountain, jungle, tactics master, assault, and inf commander. Main attacker. Macmahon on HMG- desert, jungle, tactics, assault, and inf commander. Main attacker on desert. Main- an essential unit on the deathball. Attacker- can either be a spearhead of a deathball or a tactical unit of another front. Defender- a key unit on the deathball, to supplement the flexibility of combined arms. Backup/hunter- able to assassinate/cripple key enemy targets with minimal cost. Wow! You've got a lot of generals there. I literally only have 2 infantry generals that are frequently used, Macmahon and Straussenberg, both maxed. Because of this, Straussenberg always gets the HMG, and Macmahon gets the special unit, HMG (If available from the get-go) or new infantry. Micis, I'm grinding textbooks to change a few of his skills and hopefully upgrade him to at least general, since his nobility is already maxed, but some of his skills aren't maxed yet as of now. As for my strategy. Its sort of similar to yours, but I put an emphasis on unit targets (This is for challenge conquests by the way, normal conquests I just break through with brute force.) What I do is i usually use my infantry generals to attack weak units that I can sort of calculate won't have enough health to counter the attack. Of course, I use artillery primarily for destroying tanks, armoured cars, and cities if not I use them to target enemy gens and hope their HP will drop below 50% (decreased atk). As for the original generals we start off with, I try to not use then extensively during the start, so when my own generals are low in health they could continue the attack even though my main generals are low in health. Hopefully by this point I have captured a city or two that has a temple, so that I could save the good generals I started with. If not, I sometimes even build a temple. At this point, it should be around round 20 ish, and I would've made steady progress into enemy territory, but since most of my gens are healing up, here, I primarily use my infantry gens. I use the spammed militia used before to hold cities, and put them on the front lines, with my inf gens holding critical points. Here, I wouldn't attack, but just try and hold the line, while my cav gens only attack super weak units, or not attack at all. I'll use France 1917 challenge conquest as an example, normally by turn 20, Italy is collapsing, but, I would have already almost wiped out the Germans but then I would be faced with spam from the Austrians and Soviets usually in poland, and in lowe Germany, so I just defend for 5-7 ish turns, and then counterattack with cavalry and massed artillery fire on one point of the front line. As for cavalry, I normally use 4-5 cavalry gens (All the gold ones, though I'm thinking of investing into Sidney soon), usually 4 and 1 slot is for navy. Moltke is the 5th gen, but he is rarely used, unless its better to have all your land gens deployed, rather than wait to deploy a navy gen (Eg, Russia 1917, you literally need 3 or more gens just to defend St Petersburg, so Its kinda weird if you wait for enough funds so that you could place Beatty on a battleship). Cavalry I use to butcher infantry, artillery and other non-armour cavalry.
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Post by Taizong of Tang on Jun 4, 2021 15:39:30 GMT
Defender is just a tactical role used to protect high output, low durability targets like artillery gens on Howitzers, Field artillery and Krupp cannons.
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