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Post by Colonia on May 29, 2024 13:00:03 GMT
Does anyone understand how this unit is going to work? Completely new form of air combat in WC4. How will stars effect this unit and what is its basic attack type? Could be amazing or complete trash.
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Post by simohaya on Jun 1, 2024 4:14:35 GMT
This unit is kinda a land unit but led by an air general,Can switch between land and water directly without having to waste one turn changing from the same. It has 4 perks. 1. Machine gun - +45% damage to infantry units 2.Air Advantage - Ignores the effects of all type of terrain, Ignores all land and naval mines and land and sea units cannot counter attack 3.Strafing Supression - Once activated, this ability allows the unit to move in a straight line for upto 4 spaces and inflict strafing damage to all units on the way 4.Evasive Manuvers - There is a 90% chance to evade damage by land or sea units.
In my opinion this is a great supporting unit and on top of that it can allow one to carry a land based air general around more effectively. Unlike most land based generals that usually have an additional artillery or infantry skill, This unique unit removes the liability of using those units ineffectively. One can use a good air general like Richthofen or Dowding on this unit and get that supportive set of perks to maximise both combat and airport efficiency of that general.
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Post by stoic on Jun 1, 2024 7:30:53 GMT
This unit is kinda a land unit but led by an air general,Can switch between land and water directly without having to waste one turn changing from the same. It has 4 perks. 1. Machine gun - +45% damage to infantry units 2.Air Advantage - Ignores the effects of all type of terrain, Ignores all land and naval mines and land and sea units cannot counter attack 3.Strafing Supression - Once activated, this ability allows the unit to move in a straight line for upto 4 spaces and inflict strafing damage to all units on the way 4.Evasive Manuvers - There is a 90% chance to evade damage by land or sea units. In my opinion this is a great supporting unit and on top of that it can allow one to carry a land based air general around more effectively. Unlike most land based generals that usually have an additional artillery or infantry skill, This unique unit removes the liability of using those units ineffectively. One can use a good air general like Richthofen or Dowding on this unit and get that supportive set of perks to maximise both combat and airport efficiency of that general. Speaking about Dowding, does Explosives work with Helicopter's attacks? Or Rumor in case of Arnold?
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Post by resiphius on Jun 1, 2024 11:40:05 GMT
This unit is kinda a land unit but led by an air general,Can switch between land and water directly without having to waste one turn changing from the same. It has 4 perks. 1. Machine gun - +45% damage to infantry units 2.Air Advantage - Ignores the effects of all type of terrain, Ignores all land and naval mines and land and sea units cannot counter attack 3.Strafing Supression - Once activated, this ability allows the unit to move in a straight line for upto 4 spaces and inflict strafing damage to all units on the way 4.Evasive Manuvers - There is a 90% chance to evade damage by land or sea units. In my opinion this is a great supporting unit and on top of that it can allow one to carry a land based air general around more effectively. Unlike most land based generals that usually have an additional artillery or infantry skill, This unique unit removes the liability of using those units ineffectively. One can use a good air general like Richthofen or Dowding on this unit and get that supportive set of perks to maximise both combat and airport efficiency of that general. Speaking about Dowding, does Explosives work with Helicopter's attacks? Or Rumor in case of Arnold? Tried with Messe, Vatutin, List, Montgomery and Richthofen in WW2 Europe Axis 11 Challenge difficulty, Messe’s rumor activated only in normal attacks, while Vatutin and Montgomery‘s plain fighting and List’s explosives applied even to the strafing skill, the damage are roughly as followed: Messe (2 air, no explosive): ca 57-66 Vatutin (no air, no explosives, not on plain): ca 48-61 Vatutin (lvl 5 plain fighting + skill medal): ca 84-103 List (no air, lvl 5 explosives): ca 67-81 Montgomery (5 air, lvl 5 plain fighting + skill medal): ca 113-123 Richthofen (6 air): 88-134 Updates: From the damage fluctuation I observed when ordering Vatutin on Hind to strafe targets on different terrains, plain fighting only checks the hex he was on before starting the strafing, for example: Vatutin on mountain strafing a medium tank on mountain and a howitzer on plain would deal 57, 61 on that run, while on plain strafing a medium tank on mountain and a land fort on plain would inflict 90, 94 instead.
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Post by nimrael on Jun 17, 2024 15:17:32 GMT
I tested a little bit in the last days. When i unlock the 24 Hind, Yamamoto will be my main general in this elite unit. And i would Like to share my build ideas.
Explosion, Carpet Bombing and Air Leader will be triggered. The other skills can be inspiration and inferior victory. Terrains skills will also bei good, but not Always usable. I tried IT with crowd tactics, but it didnt work. Had somebody the Same experience?
Rumor works too, but i dont Like this. My build ist for maximum damage.
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Post by Erich von Manstein on Jun 18, 2024 7:47:23 GMT
I tested a little bit in the last days. When i unlock the 24 Hind, Yamamoto will be my main general in this elite unit. And i would Like to share my build ideas. Explosion, Carpet Bombing and Air Leader will be triggered. The other skills can be inspiration and inferior victory. Terrains skills will also bei good, but not Always usable. I tried IT with crowd tactics, but it didnt work. Had somebody the Same experience? Rumor works too, but i dont Like this. My build ist for maximum damage. CT definitely doesn't work if you want to maximize Mi24's damage. It's purely a supportive skill.
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Post by Plaek Phibunsongkram on Jun 22, 2024 8:14:05 GMT
Imo chennault is really good for the mil mi-24. With its active skill you can prevent up to 3 units from counterattacking when Chennault is deployed. Tested this in the Alaska campaign.
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Post by bluepepper240 on Jun 24, 2024 6:21:14 GMT
Does anyone understand how this unit is going to work? Completely new form of air combat in WC4. How will stars effect this unit and what is its basic attack type? Could be amazing or complete trash. Ive tried it and its kinda good, it can move almost everywhere and fits perfectly with spaatz. If anyone is wondering no, strategic bombardment(spruance skill) doesnt work. I think the only think it lacks is just damage. It deals very low damage in the endgame (Mil-(140-180) dmg, Tank-(500-800) dmg, Inf-(250-700) dmg, Art-(300-700) dmg, Air-(100-300) dmg *dmg with gen)
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Post by jonblend on Jun 24, 2024 20:53:37 GMT
I think of it more as an air version of Brandenburgers. Damage is low, very fragile and not much fragments available unless we spend lots of medals. But it's good to transport air generals from city to city (even crossing oceans) without having to use skytrain charges. And thanks to its unhindered movement, we can use it to capture a city and then move out again with the ability, instantly spawning a tankier unit.
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Post by stoic on Jun 25, 2024 4:02:36 GMT
There are several ways to increase the damage (though, of course, not up to the tanks' standard).
Plain/Jungle fighting. I have only briefly tested it and confirmation is needed, but if a general has a terrain bonus and attacks 3 units in a row from a plain/forest tile, - then all 3 are affected by it, not only the first one.
I guess the same is true in case of Inspiration and IV.
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Post by jonblend on Jun 25, 2024 19:38:36 GMT
There are several ways to increase the damage (though, of course, not up to the tanks' standard). Plain/Jungle fighting. I have only briefly tested it and confirmation is needed, but if a general has a terrain bonus and attacks 3 units in a row from a plain/forest tile, - then all 3 are affected by it, not only the first one. I guess the same is true in case of Inspiration and IV. I'm skeptic about creating and dedicating a general to this unit because of the opportunity cost. Instead, we could have an air & resource general sitting at a city and provide the same if not more damage. Or we could build better units which can hold a city and counterattack with range 2 or attack multiple times every turn. Of course, there is Battle of Alaska where we don't need to worry about building the unit. Here, my best air general will always be deployed on the typhoon since it offers a lot more destructive power. But time will tell if we get more opportunities to make use of the Mi-24 and if it will find its niche.
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Post by stoic on Jun 26, 2024 17:19:10 GMT
Imo chennault is really good for the mil mi-24. With its active skill you can prevent up to 3 units from counterattacking when Chennault is deployed. Tested this in the Alaska campaign. Up to 5, actually at higher levels. Practical consequences of it are of some doubt though, because it isn't that easy to exploit it. I still think Chennault is better staying inside a safe city with an airfield in it. But Arnold with Rumor is a very interesting candidate for commanding it. Potentially though Yamamoto is a top option, I believe. But, I agree with jonblend, it still too early to evaluate its worth. I definitely see the potential, but I question the availability of these new units like Typhoon or Mi-24 for f2p players (who usually don't spend medals on fragments at will). The problem is that there are only few events (I would rather say only one so far, namely the Battle of Alaska) that provide us with these fragments.
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Post by Nobunaga Oda on Sept 7, 2024 6:30:54 GMT
I just bought Yamamoto, probably to use him as a gen on the Hind. Rumour would be an obvious choice, but what would be the 5th skill? Also, since Yamaguchi has been built for anti-fortress action, I switched to Chennault as my carrier gen.
I wonder if Yamamoto can also be used for both Carriers and the Hind.
I can see Inferior Victory, but that's many challenge conquest runs away.
Any other recommendations?
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Post by stoic on Sept 7, 2024 9:43:10 GMT
I just bought Yamamoto, probably to use him as a gen on the Hind. Rumour would be an obvious choice, but what would be the 5th skill? Also, since Yamaguchi has been built for anti-fortress action, I switched to Chennault as my carrier gen. I wonder if Yamamoto can also be used for both Carriers and the Hind.
I can see Inferior Victory, but that's many challenge conquest runs away. Any other recommendations? Well, we have a twin of IV namely Inspiration, especially taking into account that MI-24 attacks more than once at times. I don't know though if its active skill counts as an attack. But I don't see any reason why it shouldn't.
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Post by pevertpanda on Sept 7, 2024 11:34:28 GMT
I just bought Yamamoto, probably to use him as a gen on the Hind. Rumour would be an obvious choice, but what would be the 5th skill? Also, since Yamaguchi has been built for anti-fortress action, I switched to Chennault as my carrier gen. I wonder if Yamamoto can also be used for both Carriers and the Hind.
I can see Inferior Victory, but that's many challenge conquest runs away. Any other recommendations? Why not giving Yamamoto Inspiration + Rumour. When you unlock IV, swap Rumour with IV.
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