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Post by pevertpanda on Sept 23, 2023 17:18:59 GMT
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Post by Boss Tweed on Sept 24, 2023 2:26:19 GMT
Man that second skill costs like 800 medals to go from level 4 to 5. Idk about previous costs but i assume they are double of rumor as well (this isn't my image btw).
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Post by Lucklife on Sept 24, 2023 2:44:45 GMT
I feel like he's not that good, rated him a 3.
Infantry has 2 main purposes
1. Anti Tank 2. Anti City/Fortress 3. Anti infantry (Finnish commandos if I recall, very rare exception that I will not be discussing)
The first is undoubtedly useful, when we put Simo on infantry with anti tank perks, and he can outrange them. Simo (AT) can deal a good punch to Armoured Cars, Normal/Medium Tanks, and Confused Heavy/Super Tanks.
The second... feels like a waste of his +2 range, since all other infantries can also do it, so I'll just call that average, and say Simo's main talent is taking out tanks.
Now let's look at his deterrence skill. To lower one enemy's attack by 40% during one turn is cool, but this only activates during his attack, and not his defending counterattacks, which is a shame. Remember how earlier we said Simo should be attacking Light/Med Tanks, and confused Heavy/Super Tanks. Do we really need to lower Light/Med Tank attacks by 40%? Maybe not. What about lowering the attacks of confused Super/Heavy Tanks? They're confused, so maybe not. A nice skill to have, but heavily limited by Simo's choice of targets as an infantry general.
Guerilla is a good skill. It gives Simo a chance to attack unconfused heavy tanks. However, this is limited by Guerilla being only 60% (Given that we give our medal to tankers for Blitz), which means that 40% of the time, Simo will get shot with a heavy tank counterattack, and probably still remain in range for the enemy turn to eat another round of lead, even if their attack is down 40%. Not looking good for Simo's survivability, though it would be worse without, confining Simo to only attack confused Heavy/Super tanks.
Camo is also a nice skill, since infantry gets shot down by air, but it's not that great since the AI likes to tank spam us more than air spam, plus there's the fighter-infantry bonus, which Camo negates. Could have a better skill, but alright.
Lastly, raider. A good skill. Every good infantry general needs this.
Overall, I've discussed each of the skills in turn, and while a revolutionary infantry general, he is still constrained by the fact that he is on infantry, which leads to his target selection being limited. The lack of explosive skills makes him less viable to attack forts in frontier mode, while Guerilla is not a panacea from him to attack every target at will, even if it does help. His survivability as a Colonel is not great, and though ET has tried to make up for this with Camo, a lot of investment is needed in his HP, Raider, deterrence and Guerilla before he can be an all rounder tank destroyer.
Rating: 3
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Post by Boss Tweed on Sept 24, 2023 2:53:27 GMT
I feel like he's not that good, rated him a 3. Infantry has 2 main purposes 1. Anti Tank 2. Anti City/Fortress 3. Anti infantry (Finnish commandos if I recall, very rare exception that I will not be discussing) The first is undoubtedly useful, when we put Simo on infantry with anti tank perks, and he can outrange them. Simo (AT) can deal a good punch to Armoured Cars, Normal/Medium Tanks, and Confused Heavy/Super Tanks. The second... feels like a waste of his +2 range, since all other infantries can also do it, so I'll just call that average, and say Simo's main talent is taking out tanks. Now let's look at his deterrence skill. To lower one enemy's attack by 40% during one turn is cool, but this only activates during his attack, and not his defending counterattacks, which is a shame. Remember how earlier we said Simo should be attacking Light/Med Tanks, and confused Heavy/Super Tanks. Do we really need to lower Light/Med Tank attacks by 40%? Maybe not. What about lowering the attacks of confused Super/Heavy Tanks? They're confused, so maybe not. A nice skill to have, but heavily limited by Simo's choice of targets as an infantry general. Guerilla is a good skill. It gives Simo a chance to attack unconfused heavy tanks. However, this is limited by Guerilla being only 60% (Given that we give our medal to tankers for Blitz), which means that 40% of the time, Simo will get shot with a heavy tank counterattack, and probably still remain in range for the enemy turn to eat another round of lead, even if their attack is down 40%. Not looking good for Simo's survivability, though it would be worse without, confining Simo to only attack confused Heavy/Super tanks. Camo is also a nice skill, since infantry gets shot down by air, but it's not that great since the AI likes to tank spam us more than air spam, plus there's the fighter-infantry bonus, which Camo negates. Could have a better skill, but alright. Lastly, raider. A good skill. Every good infantry general needs this. Overall, I've discussed each of the skills in turn, and while a revolutionary infantry general, he is still constrained by the fact that he is on infantry, which leads to his target selection being limited. The lack of leader skills makes him less viable to attack forts in frontier mode, and decreases his damage, while Guerilla is not a panacea from him to attack every target at will, even if it does help. His survivability as a Colonel is not great, and though ET has tried to make up for this with Camo, a lot of investment is needed, before he can be an all rounder tank destroyer. Rating: 3 While yes he lacks leader ace sniper is built in 100% crit anyways. I agree with this analysis of him anyways.
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Post by Lucklife on Sept 24, 2023 2:57:11 GMT
While yes he lacks leader ace sniper is built in 100% crit anyways You right. Edited. My brain.exe stopped for a while there
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Post by 007hall on Oct 10, 2023 3:09:26 GMT
When did he come?
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Post by Boss Tweed on Oct 10, 2023 6:13:36 GMT
When update first dropped. Day after or something.
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Post by yuanzhong on Oct 16, 2023 2:28:58 GMT
I'm using Hayha with Hawkeye lvl 1 (can do in anystage that you have city). He works amazingly when easy to find jungle tiles deal a lot of damage w/o any support. BTW, his 2nd skills isn't interesting to me.
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Post by conkueror on Oct 31, 2023 21:33:59 GMT
Very strong infantry general. Imo the best out there when maxed. Don't believe me? I'll explain.
First, while infantry main role used to be busting cities and fortresses, Hayha has another role. He specializes in killing enemy generals, or softening tanks for your own tanks to finish off, similarly to arty.
Stock Hayha, like the one you can use on Mannerheim event, is not that good, but when his main skills are maxed, and you use him on Hawkeye special unit, he becomes a beast.
To get EVERYTHING out of him, you should give him the infantry badge that gives dmg and heal per turn, and raider medal and even guerrilla medal if you can afford it.
Now how to use him, you take advantage of his +1 range, hawkeye special force (range allows using forests effectively for both more dmg and dmg reduction). Since he also has deterrence and guerrilla, you can hit any enemy general and won't take much dmg if at all, and if you do, the badge quickly heals him again.
Now enemy general basically loses 40% of their dmg. You can encircle them and they lose another 25% from morale drop. And if you throw just one rumor to the mix too, they do barely any dmg anymore. Easy to dispatch even toughest enemy gens without needing lots of rumor.
Also can hit 300+ dmg on scorpion titan tank on lvl1 hawkeye.
Oh and compared to Marshall and Yamashita, the other top infantries... Yamashita is the fortress cracker, but ultimately he is only needed in frontier, whereas Simo is helpful in literally everywhere. And Marshall, while technically decent, has three big problems. 1. Way overpriced. 2. Joint attack cannot activate skills he himself doesn't have, so explosives won't work with joint attack (unless you change leader or accuracy to it but that would just weaken his own dmg then). 3. Needs another inf gen to really shine, and you aren't very likely to use more than one infantry general at same level.
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Post by Boss Tweed on Nov 3, 2023 19:15:41 GMT
Very strong infantry general. Imo the best out there when maxed. Don't believe me? I'll explain. First, while infantry main role used to be busting cities and fortresses, Hayha has another role. He specializes in killing enemy generals, or softening tanks for your own tanks to finish off, similarly to arty. Stock Hayha, like the one you can use on Mannerheim event, is not that good, but when his main skills are maxed, and you use him on Hawkeye special unit, he becomes a beast. To get EVERYTHING out of him, you should give him the infantry badge that gives dmg and heal per turn, and raider medal and even guerrilla medal if you can afford it. Now how to use him, you take advantage of his +1 range, hawkeye special force (range allows using forests effectively for both more dmg and dmg reduction). Since he also has deterrence and guerrilla, you can hit any enemy general and won't take much dmg if at all, and if you do, the badge quickly heals him again. Now enemy general basically loses 40% of their dmg. You can encircle them and they lose another 25% from morale drop. And if you throw just one rumor to the mix too, they do barely any dmg anymore. Easy to dispatch even toughest enemy gens without needing lots of rumor. Also can hit 300+ dmg on scorpion titan tank on lvl1 hawkeye. Oh and compared to Marshall and Yamashita, the other top infantries... Yamashita is the fortress cracker, but ultimately he is only needed in frontier, whereas Simo is helpful in literally everywhere. And Marshall, while technically decent, has three big problems. 1. Way overpriced. 2. Joint attack cannot activate skills he himself doesn't have, so explosives won't work with joint attack (unless you change leader or accuracy to it but that would just weaken his own dmg then). 3. Needs another inf gen to really shine, and you aren't very likely to use more than one infantry general at same level. My main pro with Marshall is that he can live without the infantry medal and can still do decent damage by himself, so it is worth it to drop 2 infantry generals (especially in events). The joint attack still does noticeably more damage than Yamashita's single too. The healing and max mobility also makes Marshall a really good medic general (if you ever needed one). Meanwhile Hayha on the other hand also must use the infantry medal (that I would rather use on Yamashita) to find any semblance of longevity or else he gets completely blasted to death by tank or artillery spam since his sniper skill does not work when its the enemy's turn. The reduce attack skill is not only expensive but it is also arguably useless since some good play and a bit of luck and all enemy generals are confused, unable to attack. Can probably pay 2 rumors for all of Hayha second too. What use is damage reduction when the enemy cannot do damage at all? Guerrilla is too medal reliant an I am too fond of my Guderian's 90% chance of no retaliation (which would mean I have to pay more money for another Blitz medal).
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Post by conkueror on Nov 5, 2023 0:42:29 GMT
My main pro with Marshall is that he can live without the infantry medal and can still do decent damage by himself, so it is worth it to drop 2 infantry generals (especially in events). The joint attack still does noticeably more damage than Yamashita's single too. The healing and max mobility also makes Marshall a really good medic general (if you ever needed one). Meanwhile Hayha on the other hand also must use the infantry medal (that I would rather use on Yamashita) to find any semblance of longevity or else he gets completely blasted to death by tank or artillery spam since his sniper skill does not work when its the enemy's turn. The reduce attack skill is not only expensive but it is also arguably useless since some good play and a bit of luck and all enemy generals are confused, unable to attack. Can probably pay 2 rumors for all of Hayha second too. What use is damage reduction when the enemy cannot do damage at all? Guerrilla is too medal reliant an I am too fond of my Guderian's 90% chance of no retaliation (which would mean I have to pay more money for another Blitz medal). Imo infatry badge is better for simo becouse if Yamashita is around to just crack forts, he propably doesn't lose much hp. He also has bayonet which actually allows him to do MORE dmg when under 50% hp, becouse infantry lose only a little dmg. Deterrence allows to easily take down generals without needing more than one, if any, rumor generals. This way you can either split your generals in combat or even change some extra rumors to other skills, like more dmg. Guderian doesn't need blitz becouse with decent ribbons he is already almost immortal, except on hard events propably. I know there are many people who don't like him, but personally for me Simo is number #1 infantry. I almost never use Yamashita anymore. I've completed frontier already and elsewhere Simo is much better and always useful. Especially on Hawkeye.
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Post by Erich von Manstein on Nov 6, 2023 0:05:17 GMT
My main pro with Marshall is that he can live without the infantry medal and can still do decent damage by himself, so it is worth it to drop 2 infantry generals (especially in events). The joint attack still does noticeably more damage than Yamashita's single too. The healing and max mobility also makes Marshall a really good medic general (if you ever needed one). Meanwhile Hayha on the other hand also must use the infantry medal (that I would rather use on Yamashita) to find any semblance of longevity or else he gets completely blasted to death by tank or artillery spam since his sniper skill does not work when its the enemy's turn. The reduce attack skill is not only expensive but it is also arguably useless since some good play and a bit of luck and all enemy generals are confused, unable to attack. Can probably pay 2 rumors for all of Hayha second too. What use is damage reduction when the enemy cannot do damage at all? Guerrilla is too medal reliant an I am too fond of my Guderian's 90% chance of no retaliation (which would mean I have to pay more money for another Blitz medal). Imo infatry badge is better for simo becouse if Yamashita is around to just crack forts, he propably doesn't lose much hp. He also has bayonet which actually allows him to do MORE dmg when under 50% hp, becouse infantry lose only a little dmg. Deterrence allows to easily take down generals without needing more than one, if any, rumor generals. This way you can either split your generals in combat or even change some extra rumors to other skills, like more dmg. Guderian doesn't need blitz becouse with decent ribbons he is already almost immortal, except on hard events propably. I know there are many people who don't like him, but personally for me Simo is number #1 infantry. I almost never use Yamashita anymore. I've completed frontier already and elsewhere Simo is much better and always useful. Especially on Hawkeye. The problem with Simo's deterrence without rumor is similar to EW5 Edward. If you want to deter a ranged enemy and guerrilla didn't trigger, you'll have to take an undeterred hit. Since it only lasts for 1 turn, you'll have to take an undeterred hit every turn if Simo didn't counterattack him, and Simo isn't ranged outside your turn. Unlike Marshall who'll be back alive after 4 turns max, Simo has no effective way of replenishing HP. Whether Marshall is worth that money is another question. Outside frontier I agree that Simo > Yamashita.
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Post by Dorado St. Sebastian on Dec 1, 2023 20:33:42 GMT
I bought Simo. (In spite if already having Yamashita on Mobile inf., Macarthur on Mech. Inf, and Rundstedt as my airborne, parasniping, air field and city defender with Economy expert medal and its elastic defense bonus. I maxed him out.) And gave him the Guerilla, Raider and IAP Great Soldier Medal. I can and Do, use him everywhere. No regrets here.
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Post by YDE on Nov 4, 2024 8:50:33 GMT
Let's raise the dead back to life, an average YDE momento.
I bought simo recently (much to my chagrin. A lost bet), and I've got to say...
All my intitial thoughts were proven correctly. On hawkeye, yes he obviously will do the best damage, but I've used lvl 6 hawkeye (thx, history retrospectives), and the insane dmg to infantry isn't really a massive strength to our ugly little man (post-accident Simo > Pre-accident Simo in looks). The damage is even less palpable against tonks, and arty, well... it's fine.
But, I will say one thing: I had shat on detterence, but I am starting to like it... using Simo as a medic. Yes, I have taken a page from Reddit and tried out Simo Medic, and honestly, it does wonders like my Meretskov Medic. The damage isn't needed, it's the detterence. Making the target lose near 50% dmg is very useful for bosses, or just potential threats (say a Gustav coming in w/ giant cannon).
Overall, I'd say a solid 3, maybe teetering to the high 2s. Guerilla works well with the detterence for medics, and don't use Simo Hawk... don't use Hawk in general. Hawk is a dumpsterfire, so generic and one dimensional.
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