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Post by Erich von Manstein on Jan 31, 2016 20:06:24 GMT
Our forum is increasing rapidly. And some are just beginning their steps in WC3. Since my All Generals Analysis is done, I would like to recommend some generals, and also describe which slot do they fit in.
Reminding: Easytech did not show the correct number attack increased by stars.
1 star: +8, 2 stars: +12, 3 stars: +16, 4 stars: +20, 5 stars: +28.
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Post by Erich von Manstein on Jan 31, 2016 20:08:37 GMT
First, let's see the formation of our group.
To make a perfect group, you will need: 3 tank generals, 3 artillery generals, 1 infantry-air general, 1 navy-air general, and 1 infantry general.
1st tank slot: best beginning tank; main output dealer, s/l ability needed. 2nd tank slot: second best beginning tank or super tank you build; city cracker, supporter, s/l ability needed. 3rd tank slot: last beginning tank or super tank you build; damage absorber, strong survivalability needed. 1st artillery slot: beginning rocket artillery; very high output, not so critical about speed. 2nd artillery slot: beginning field artillery; both high output and speed required. 3rd artillery slot: beginning battalion artillery or rocket artillery you build; middle-high output and speed will be fine. Infantry-air slot: any infantry; best if 5*air with some combat ability. Navy-air slot: beginning battleship/carrier; no critical requirements. Infantry slot: beginning infantry; mostly for challenges, no critical requirements.
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Post by Erich von Manstein on Jan 31, 2016 20:16:20 GMT
Guderian Best Fitting Slot: 1st tank slot. Absolutely, Guderian is the best tank general in this game. He has the highest output, and high movement. He is your biggest target at the beginning. I strongly recommend you to raise his rank to Marshal.
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Post by Erich von Manstein on Jan 31, 2016 20:20:35 GMT
Patton Best fitting slot: 2nd tank slot. When human were still fighting against each other, Patton and Rommel were two biggest candidates for the second tank slot. After the alien occurs, Patton has declared his victory. Explosion, Ace Forces and Street Fighting make him the best supporter of Guderian.
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Post by Erich von Manstein on Jan 31, 2016 20:26:17 GMT
Rommel Best Fitting Slot: 3rd tank slot for people in favor of speed and survivalability. Rommel failed to get the 2nd tank slot, but still, he wins 3rd. Tide of Iron supports his output, and Ace Forces supports his survivability, 3 star movement also makes him moves 4 hex on heavy tank. Even though Desert Fighting and Anti-Armor is not so strong, he is still a good one.
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Post by Erich von Manstein on Jan 31, 2016 20:33:21 GMT
Vatutin Best Fitting Slot: beginning tank slot and/or 3rd tank slot for people in favor of output and price, also don't care about speed. His output is the closest to Guderian and Manstein, but he also has two big problems: health and movement. So if you are using Vatutin as No.3 tank, please raise his rank to at least L General. .org/image/3q06hel95/] [/url]
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Post by Erich von Manstein on Jan 31, 2016 20:41:16 GMT
Govorov Best Fitting Slot: 1st artillery slot. Govorov is the one who can make the highest output in academy generals. But he has the same exact problem as Vatutin. But Govorov does not have so many opponents like him. I would recommend you to raise his rank to Marshal. .org/image/43su3i6qd/] [/url]
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Post by Erich von Manstein on Jan 31, 2016 20:47:43 GMT
No.3 artillery slot: the last artillery/the artillery you build. Candidate 1: Bai C.X. Even though he only has 3 star artillery, Plain Fighting make him the same as having 2 extra stars. Artillery Barrage supports his output, and Ace Forces supports his survivability. The most important thing is that he is the only artillery general who can run 3 hex on field artillery except Erich von Manstein . His output is between Konev and Badoglio. If you buy him, please buy Vasilevsky for infantry.
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Post by Erich von Manstein on Jan 31, 2016 20:53:36 GMT
Special: Badoglio. He has fine output, and M General supports his survivability. By his fine movement and cheap price, he is the best general for beginning. He can support you to get through the most human campaigns. You might not think his output is high enough. But if you appreciate his Explosives, you can still keep him. But like Bai C.X., you'll need Vasilevsky. Best Fitting: 1. the beginning artillery general until your artillery commander is mostly done upgrading. 2. No.3 artillery slot.
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Post by Erich von Manstein on Jan 31, 2016 20:58:15 GMT
Special: Konev He is a hybrid general, a decent artillery, and a decent infantry. He has the artillery output between Govorov and Bai C.X., and decent infantry output and survivability. Even though he is a little more expensive than Bai C.X., he is cheaper than Bai C.X. and Vasilevsky combined. Best Fitting Slot: 1. No.3 artillery. 2. Infantry.
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Post by Erich von Manstein on Jan 31, 2016 21:06:55 GMT
Infantry Best Fitter: Vasilevsky The use of infantry is to against the alien ships in challenges. So we only need one for great output, and that general is Vasilevsky. His output is always higher than Yamashita, and mobility is not so important in challenges. Why I don't recommend Yamashita&Mannerheim: the mobility of Yamashita on commando is equal to Vasilevsky on motorized infantry, but for aliens, motorized infantry>commando because they can deal extra damage to towers. And in challenges, output is the most important thing, not survivability. Mannerheim who has strong survivability and Yamashita with both cannot make a strong impact like Vasilevsky can!
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Post by Erich von Manstein on Jan 31, 2016 21:17:04 GMT
Infantry-Air Best Fitter: Goring. Goring can deploy missiles and planes in cities, and he can also march forward as an infantry general. Why I don't recommend Arnold/Dowding: Arnold moves fast, but he cannot fight at all. Dowding is artillery-air, but he does not have enough mobility.
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Post by Erich von Manstein on Jan 31, 2016 21:23:17 GMT
Navy-Air Best Fitter: Yamamoto. 4 stars navy makes a good navy general, and 5 stars air makes him the best one on carriers. He also have 3 stars movement which is nice for navy generals. Sometimes on land, Yamamoto can be also an artillery-air general to support the other generals. Why I don't recommend Donitz/Nimitz/Nagano: Donitz is the best pure navy general, but he Does not have Supply which is important to navy generals, he also cannot be a good one on carrier. If you have plenty of medals, you can buy him and raise his rank. Nimitz is the same as Nagano, but Nagano is cheaper. Nagano is nice, but his movement is a very big problem.
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Post by Erich von Manstein on Jan 31, 2016 21:34:14 GMT
Special: Ozawa. You can let him be an air general, or a navy general. When another artillery general except Badoglio is needed, he can also be there. He can contribute a lot when we are doing navy missions, you can use him until you are buying Yamamoto, 550 is not expensive at all for this. Why I don't recommend Greim/Balbo/No eye dude with 3 stars air/King: Greim is way better than Balbo and no eye dude with 3 stars air, but his only advantage to Ozawa is the one air star, which is not a big one. For King, we buy Ozawa for navy-air, but King can only support us on air, and not so good on navy. Best Fitting: beginning navy-air general.
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Post by Erich von Manstein on Jan 31, 2016 21:39:17 GMT
Did you find one general I recommended to you as No.2 Artillery?
No?
Sorry to tell you, that there isn't any non-paying general in this game could fit in this slot. So you might have to make up one of your no eyes dudes to a great artillery commander.
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