Special Forces - General Synergies
Nov 9, 2024 15:37:51 GMT
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Dorado St. Sebastian likes this
Post by warriorincarnate on Nov 9, 2024 15:37:51 GMT
The goal of this thread is to determine the best general-special forces synergies.
All generals used will be assumed to have maxed traits and all special forces will be viewed at level 5, except for a few select cases. Prestidge generals will be included as FTP as they are able to be obtained without money (Eventually). I'll provide alternatives to prestige generals to provide additional choices.
Brandenburgers
Brandenburgers special ability allows for multiple actions in a single turn. This allows the unit to attack and move multiple times in a single “turn”. Brandenburgers have three special abilities:
Marching: Ignore tile mobility penalties
Samurai: Attack will not lower when health falls below 50%
Rapid March: Allows for multiple actions in a single turn
Intermediate: Allows for 1 additional action (Level 5)
Mastery: Allows for 2 additional actions (Level 9?)
Brandenburger are an interesting unit because of it’s high mobility and ability to move and attack multiple times; however, the special unit lacks any damage specialization traits (E.g., Sniper) that allows it to truly capitalize on it’s strengths. The Brandenburgers are best utilized as a city capture unit / support unit, allowing your tank generals to maintain forward momentum instead of restricting its advancement to capture a city.
Generals
IAP/FTP: Malinovsky (temporary)
Malinovsky offers survivability with organization, has level 5 speed, skills that buff surrounding units, infantry leader, and two additional free skills.
Medic
The medic is one of the most important units on the battlefield, providing health to your battle-weary generals and units. Combat medic has three special abilities:
Marching: Ignore tile mobility penalties (Level 1)
Milita: 50% additional supply in the city (Level 6?)
Emergency Rescue: Allows you to heal your allies and the medic itself
Beginner: Heal your ally for 60 HP (Level 1)
Intermediate: Heal your ally for 120 HP (Level 5)
Mastery: Heal your ally for 150 HP, heal your ally for an additional 100 HP over the course of two turns, and heal the medic for 100 HP (Level 9)
The medic is one of the most specialized units on the battlefield but remains firmly in a support role. Until your medic reaches level 9, your medic will need to remain behind friendly lines and away from enemy generals. At level 9, your medic will become more versatile, allowing the medic to heal itself and less risk adverse.
Generals
IAP/FTP: MacArthur
MacArthur is a solid, but expensive general that has 6 mobility, infantry leader, street fighting, entrenchment, and 2 free skills. His high mobility paired with the medic’s “Marching” ability allows him to reach friendly units quickly while avoiding dangerous situations.
Hawkeye
Hawkeye is the most powerful special infantry unit in the game and has the special abilities to prove it. The Hawkeye meets the definition of a single-target “glass cannon”, with low HP and armor that the infantry units are characterized as, but one of the highest, if not the highest damage ceilings in the game. The Hawkeye unit also has the privilege of having a special event that solely gives Hawkeye points, making it one of the most accessible special units in the game. Per event, you can achieve 11 guaranteed Hawkeye points. For this reason, we will look at the Level 9 Hawkeye.
Event: Defend Ally Event (Will need to confirm this is the correct event)
Easy: Up to 5 Hawkeye points
Hard: Up to 6 Hawkeye points.
The Hawkeye unit has five special abilities:
Forest Commando: 75% additional damage when attacking from a jungle/forest tile.
Sniper: 75% additional damage when attacking infantry units.
Critical Damage: Additional critical attack
Beginner: 20% additional critical attack (I do not remember if this units starts at intermediate)
Intermediate: 30% additional critical attack
Mastery: 40% additional critical attack
Precision Shot: Increases critical attack rate (2 turn cool down)
Intermediate: 35% additional chance rate to critical attack (Level 5)
Mastery: 70% additional chance rate to critical attack (Level 9)
Attack on Unready Enemy (AUE): Converts overflow critical attack rate into additional damage
Intermediate: Converts every 2% critical attack rate overflow into 1% extra damage (Level 5)
Mastery: Converts every 1% critical attack rate overflow into 1% extra damage. (Level 9)
There are two recommended strategies when using this unit on an infantry general and one optional IAP strategy when attacking enemy generals, the highest risk to the Hawkeye unit.
The first strategy is targeting isolated generals, optimally positioning the Hawkeye unit on a forest tile for the highest damage output possible. The forest tile will grant the Hawkeye 75% additional damage. Using Precision shot will grant 70% additional critical chance rate (cool down 2 turns), increasing the chance of a critical shot and additional damage from the AUE ability. This is risker, because challenge mode tank generals can destroy a Hawkeye General in a single turn.
The second less risky strategy is to use tank and artillery generals to soften an enemy general and use the Hawkeye unit to finish the general off. To optimize this strategy, it requires greater coordination with other units and understanding the range of damage a Hawkeye unit – general pair can have.
The IAP strategy is to use Marshell on another infantry unit (E.g., the rocketeer), and having two additional infantry generals to maximize Marshell's special ability. The highest damage I have achieved with Marshell doing this strategy is 1,739 damage and this was just with Marshell and one other infantry general, meaning this can be much higher.
Generals
FTP: Yamashita / Meretskov
Merestkov would be a very strong combo when pairing a Hawkeye and Phantom Force unit together, allowing him to be strong on either unit. Merestkov starts with the infantry leader (40% critical chance, 60% with medal) skill, a requirement if being placed on a Hawkeye unit. This will maximize critical chance and critical chance overflow. Guerrilla to minimize chance of retaliation and a free slot for raider, to increase damage by an additional 30% (48% with medal). The most important skill for Merestkov is Strategic Attack, putting a “tracking mark” on an enemy unit if it isn’t destroyed, granting an additional 20% additional damage. This will be talked about in more detail when we get to Phantom Force.
Yamashita would be another great candidate but comes with one completely useless skill for special units (Ace Forces) and a weak skill (bayonet charge) that only grants 25 additional damage when health is below 50%. Yamashita comes with raider and two free skills, one of which will be infantry leader, required for Hawkeye.
IAP: Simo Hayah
Simo Hayah has one of the greatest general – special unit synergies in the game, coming with two skills that causes the Hawkeye unit to become one of the most powerful damage dealers in the game. Ace sniper grants 100% critical attack rate and gives an additional attack range when commanding the infantry unit.
When combined with the Infantry Honor Ribbon (Level five grants 30% critical attack rate and 50% critical attack), precision sniper (70% critical attack rate), and critical damage (40%), you are looking at a potential 200% critical attack rate and 90% bonus critical attack damage.
When converting overflow into extra damage:
Minimally: 100% extra damage
Maximumly: 199% extra damage
Raider with a medal adds 48% additional damage.
Base attack of the general without infantry “Great Medal” is 30, with a maxed great medal is 48 base attack damage.
Base attack of the level 9 Hawkeye is 95 damage (Without Sniper and Forest Commando)
If you would like a damage breakdown of IAP generals and FTP generals using Hawkeye, let me know. But this provides you with all of the information you need to truly understand the potential the Hawkeye unit can obtain. Generally, infantry leaders and their special units are slept on, but there are still quite a few very powerful synergies available.
All generals used will be assumed to have maxed traits and all special forces will be viewed at level 5, except for a few select cases. Prestidge generals will be included as FTP as they are able to be obtained without money (Eventually). I'll provide alternatives to prestige generals to provide additional choices.
Brandenburgers
Brandenburgers special ability allows for multiple actions in a single turn. This allows the unit to attack and move multiple times in a single “turn”. Brandenburgers have three special abilities:
Marching: Ignore tile mobility penalties
Samurai: Attack will not lower when health falls below 50%
Rapid March: Allows for multiple actions in a single turn
Intermediate: Allows for 1 additional action (Level 5)
Mastery: Allows for 2 additional actions (Level 9?)
Brandenburger are an interesting unit because of it’s high mobility and ability to move and attack multiple times; however, the special unit lacks any damage specialization traits (E.g., Sniper) that allows it to truly capitalize on it’s strengths. The Brandenburgers are best utilized as a city capture unit / support unit, allowing your tank generals to maintain forward momentum instead of restricting its advancement to capture a city.
Generals
IAP/FTP: Malinovsky (temporary)
Malinovsky offers survivability with organization, has level 5 speed, skills that buff surrounding units, infantry leader, and two additional free skills.
Medic
The medic is one of the most important units on the battlefield, providing health to your battle-weary generals and units. Combat medic has three special abilities:
Marching: Ignore tile mobility penalties (Level 1)
Milita: 50% additional supply in the city (Level 6?)
Emergency Rescue: Allows you to heal your allies and the medic itself
Beginner: Heal your ally for 60 HP (Level 1)
Intermediate: Heal your ally for 120 HP (Level 5)
Mastery: Heal your ally for 150 HP, heal your ally for an additional 100 HP over the course of two turns, and heal the medic for 100 HP (Level 9)
The medic is one of the most specialized units on the battlefield but remains firmly in a support role. Until your medic reaches level 9, your medic will need to remain behind friendly lines and away from enemy generals. At level 9, your medic will become more versatile, allowing the medic to heal itself and less risk adverse.
Generals
IAP/FTP: MacArthur
MacArthur is a solid, but expensive general that has 6 mobility, infantry leader, street fighting, entrenchment, and 2 free skills. His high mobility paired with the medic’s “Marching” ability allows him to reach friendly units quickly while avoiding dangerous situations.
Hawkeye
Hawkeye is the most powerful special infantry unit in the game and has the special abilities to prove it. The Hawkeye meets the definition of a single-target “glass cannon”, with low HP and armor that the infantry units are characterized as, but one of the highest, if not the highest damage ceilings in the game. The Hawkeye unit also has the privilege of having a special event that solely gives Hawkeye points, making it one of the most accessible special units in the game. Per event, you can achieve 11 guaranteed Hawkeye points. For this reason, we will look at the Level 9 Hawkeye.
Event: Defend Ally Event (Will need to confirm this is the correct event)
Easy: Up to 5 Hawkeye points
Hard: Up to 6 Hawkeye points.
The Hawkeye unit has five special abilities:
Forest Commando: 75% additional damage when attacking from a jungle/forest tile.
Sniper: 75% additional damage when attacking infantry units.
Critical Damage: Additional critical attack
Beginner: 20% additional critical attack (I do not remember if this units starts at intermediate)
Intermediate: 30% additional critical attack
Mastery: 40% additional critical attack
Precision Shot: Increases critical attack rate (2 turn cool down)
Intermediate: 35% additional chance rate to critical attack (Level 5)
Mastery: 70% additional chance rate to critical attack (Level 9)
Attack on Unready Enemy (AUE): Converts overflow critical attack rate into additional damage
Intermediate: Converts every 2% critical attack rate overflow into 1% extra damage (Level 5)
Mastery: Converts every 1% critical attack rate overflow into 1% extra damage. (Level 9)
There are two recommended strategies when using this unit on an infantry general and one optional IAP strategy when attacking enemy generals, the highest risk to the Hawkeye unit.
The first strategy is targeting isolated generals, optimally positioning the Hawkeye unit on a forest tile for the highest damage output possible. The forest tile will grant the Hawkeye 75% additional damage. Using Precision shot will grant 70% additional critical chance rate (cool down 2 turns), increasing the chance of a critical shot and additional damage from the AUE ability. This is risker, because challenge mode tank generals can destroy a Hawkeye General in a single turn.
The second less risky strategy is to use tank and artillery generals to soften an enemy general and use the Hawkeye unit to finish the general off. To optimize this strategy, it requires greater coordination with other units and understanding the range of damage a Hawkeye unit – general pair can have.
The IAP strategy is to use Marshell on another infantry unit (E.g., the rocketeer), and having two additional infantry generals to maximize Marshell's special ability. The highest damage I have achieved with Marshell doing this strategy is 1,739 damage and this was just with Marshell and one other infantry general, meaning this can be much higher.
Generals
FTP: Yamashita / Meretskov
Merestkov would be a very strong combo when pairing a Hawkeye and Phantom Force unit together, allowing him to be strong on either unit. Merestkov starts with the infantry leader (40% critical chance, 60% with medal) skill, a requirement if being placed on a Hawkeye unit. This will maximize critical chance and critical chance overflow. Guerrilla to minimize chance of retaliation and a free slot for raider, to increase damage by an additional 30% (48% with medal). The most important skill for Merestkov is Strategic Attack, putting a “tracking mark” on an enemy unit if it isn’t destroyed, granting an additional 20% additional damage. This will be talked about in more detail when we get to Phantom Force.
Yamashita would be another great candidate but comes with one completely useless skill for special units (Ace Forces) and a weak skill (bayonet charge) that only grants 25 additional damage when health is below 50%. Yamashita comes with raider and two free skills, one of which will be infantry leader, required for Hawkeye.
IAP: Simo Hayah
Simo Hayah has one of the greatest general – special unit synergies in the game, coming with two skills that causes the Hawkeye unit to become one of the most powerful damage dealers in the game. Ace sniper grants 100% critical attack rate and gives an additional attack range when commanding the infantry unit.
When combined with the Infantry Honor Ribbon (Level five grants 30% critical attack rate and 50% critical attack), precision sniper (70% critical attack rate), and critical damage (40%), you are looking at a potential 200% critical attack rate and 90% bonus critical attack damage.
When converting overflow into extra damage:
Minimally: 100% extra damage
Maximumly: 199% extra damage
Raider with a medal adds 48% additional damage.
Base attack of the general without infantry “Great Medal” is 30, with a maxed great medal is 48 base attack damage.
Base attack of the level 9 Hawkeye is 95 damage (Without Sniper and Forest Commando)
If you would like a damage breakdown of IAP generals and FTP generals using Hawkeye, let me know. But this provides you with all of the information you need to truly understand the potential the Hawkeye unit can obtain. Generally, infantry leaders and their special units are slept on, but there are still quite a few very powerful synergies available.