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Post by jonblend on Jul 22, 2021 17:19:15 GMT
I couldn't find a thread on this so I'm going to start one.
Special forces can be upgraded and promoted but Promotion is only possible 3 times and you have to choose from 5 categories. Each category has the same price and can only be purchased once but the resource costs for each consecutive promotion will increase.
So the question is, "which to pick and in which order?" Since I only promoted three of my units once I can only guess about the other benefits. Feel free to share your thoughts and experiences.
+6 damage: plain and simple, this lets you kill enemies faster, avoiding counterattacks and additional turns.
+2 mobility: this unit can move one hex further which increases the damage per turn output, makes crossing rivers less of a pain, and so on.
+100 HP: being able to take more hits before the special force is destroyed can be useful, especially if there is no backup (Maus, KV-6) or you can't afford it.
+2 defense: taking less damage per hit might make the difference between being hit once or twice (one stack dies and the enemy tank attacks again).
+2 sight range: we've all had it: your heavy tank is 2 tiles from a city but can't attack because he can't see who's there. Definitely a quality of life upgrade - or should we rather use scout planes and radar?
For me, attack first seems to be always a good choice. For second and third, I'm torn between movement and HP/defense (maybe HP for tanks/arty and def for infantry). Sight range has too little of an impact, imo.
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Post by randomperson on Jul 22, 2021 19:27:18 GMT
I think attack and movement are always good upgrades. For the third one, it really depends on your type of unit. I agree that infantry should get defense and tanks/arty should get hp. Especially the irreplaceable heavy artillery/heavy tank special forces need hp.
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Post by Lucklife on Jul 23, 2021 1:33:22 GMT
I was thinking about sight range. Wouldn't the best instance to use those be on units that already have extra sight?
I'm thinking about white death and ARR airborne, which already have +2 sight. If you stack another +2 on that, they'll be pretty great scout units
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Post by jonblend on Jul 23, 2021 13:55:26 GMT
I was thinking about sight range. Wouldn't the best instance to use those be on units that already have extra sight? I'm thinking about white death and ARR airborne, which already have +2 sight. If you stack another +2 on that, they'll be pretty great scout units Didn't think of that and I like the idea of dedicated scouting units. Also, this doesn't require the extra turn for engineers to build a radar.
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Post by Gerd von Rundstedt on Jul 28, 2021 16:13:19 GMT
IMO, Defense, HP, and sight are the most important. Makes positioning much easier.
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Post by randomperson on Jul 28, 2021 20:06:44 GMT
IMO, Defense, HP, and sight are the most important. Makes positioning much easier. Wouldn't movement make positioning easier?
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Post by Gerd von Rundstedt on Jul 28, 2021 20:50:28 GMT
IMO, Defense, HP, and sight are the most important. Makes positioning much easier. Wouldn't movement make positioning easier? Survivability >>> Mobility. The only Exception (that comes to mind) is Wiking
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Post by randomperson on Jul 28, 2021 21:22:01 GMT
Wouldn't movement make positioning easier? Survivability >>> Mobility. The only Exception (that comes to mind) is Wiking You really don't like Mobility lol. Anyways, assuming the average infantry with a special force has 5 defense, (Usually a max tech infantry has 4 defense, plus 1 from terrain/fortifications/buildings/special forces) a 7 defense infantry would take 5% less damage. This really isn't much, and is much much less on heavier units like tanks. Personally the build I am going for on almost all my special forces is Attack-Mobility-Health. I gave Elephant sight because it needs it but otherwise I use Attack-Mobility-Health. I figured health is better than defense, especially for trying to keep the special forces alive (240hp->340hp is about a 40% increase in health). I love mobility and you can probably tell that from my GCR team being almost all marchers and me going for almost only fast gens in GoG (exception is Leeb, he has no replacement and I am not buying Zhukov). Attack is always great and sight range seems useless to me, although I might eventually get an armoured car specifically for scouting.
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Post by Gerd von Rundstedt on Jul 28, 2021 21:25:07 GMT
Survivability >>> Mobility. The only Exception (that comes to mind) is Wiking You really don't like Mobility lol. Anyways, assuming the average infantry with a special force has 5 defense, (Usually a max tech infantry has 4 defense, plus 1 from terrain/fortifications/buildings/special forces) a 7 defense infantry would take 5% less damage. This really isn't much, and is much much less on heavier units like tanks. Personally the build I am going for on almost all my special forces is Attack-Mobility-Health. I gave Elephant sight because it needs it but otherwise I use Attack-Mobility-Health. I figured health is better than defense, especially for trying to keep the special forces alive (240hp->340hp is about a 40% increase in health). I love mobility and you can probably tell that from my GCR team being almost all marchers and me going for almost only fast gens in GoG (exception is Leeb, he has no replacement and I am not buying Zhukov). Attack is always great and sight range seems useless to me, although I might eventually get an armoured car specifically for scouting. 5% isn't nothing. Leeb is very easily replaceable with Badoglio, and March gens in GCR are useless.
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Post by randomperson on Jul 28, 2021 22:41:39 GMT
You really don't like Mobility lol. Anyways, assuming the average infantry with a special force has 5 defense, (Usually a max tech infantry has 4 defense, plus 1 from terrain/fortifications/buildings/special forces) a 7 defense infantry would take 5% less damage. This really isn't much, and is much much less on heavier units like tanks. Personally the build I am going for on almost all my special forces is Attack-Mobility-Health. I gave Elephant sight because it needs it but otherwise I use Attack-Mobility-Health. I figured health is better than defense, especially for trying to keep the special forces alive (240hp->340hp is about a 40% increase in health). I love mobility and you can probably tell that from my GCR team being almost all marchers and me going for almost only fast gens in GoG (exception is Leeb, he has no replacement and I am not buying Zhukov). Attack is always great and sight range seems useless to me, although I might eventually get an armoured car specifically for scouting. 5% isn't nothing. Leeb is very easily replaceable with Badoglio, and March gens in GCR are useless. 1. 5% is worse than the other promotions 2. Badoglio does a lot less damage although I will use him as a second artillery if needed 3. I beat GCR with a team of practically all March Gens. I think March is one of, if not the best skills a general can have because mobility is key to so many campaigns.
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