|
Post by brian333 on Mar 5, 2017 12:34:33 GMT
In a very early game I seem to recall parking a wounded Admiral on a harbour and using it later in that game, but since then I have not seen fleets heal. Under what conditions would healing of naval units occur?
As a general rule I have found healing to be far too slow to be useful: a wounded unit parked for more than a few turns on a city will be left behind as the front moves on without it. What can I do, other than use these units to garrison newly conquered cities or oil wells from paratroopers for the rest of the game?
|
|
|
Post by Max Otto von Stierlitz on Mar 5, 2017 16:10:42 GMT
Fleets can't heal like units in cities. They can heal anywhere for raising levels and if gen has supply skill. If you gen is in field/rocket art or super tank, you can cover him with other units and attack enemies, which can't retaliate. If it's campaign, just use your gen as much as possible, if it's conquest, gens are use just to capture nearby cities and than you can proceed with PMI, which is anyway much faster than gens.
|
|
|
Post by brian333 on Mar 6, 2017 15:15:46 GMT
PMI?
|
|
|
Post by Quintus Fabius on Mar 6, 2017 17:32:01 GMT
Para-Motorised Infantry. Literally MI as paratroopers, exist when you upgrade Paratroop tech to a certain point. Why? MI are fast, Paratroop is fast. Fast+fast = blitz, good for conquest. Don't upgrade past 7 hex Paratroop range (correct me if I am wrong, Sterlitz) and PMI, as you'll lose PMI for special forces, which cannot move as fast as PMI.
|
|
|
Post by brian333 on Mar 7, 2017 14:51:43 GMT
D'oh! I thought of a lot of paratrooper variations, but never got the MI. Thanks.
As I understand it, it appears that healing is less than useful except under rare circumstances. I haven't been able to test the Supply skill yet, but I'm betting it's more for keeping a unit in the fight longer as opposed to allowing it to recouperate for later use.
|
|
|
Post by Max Otto von Stierlitz on Mar 9, 2017 19:37:33 GMT
Para-Motorised Infantry. Literally MI as paratroopers, exist when you upgrade Paratroop tech to a certain point. Why? MI are fast, Paratroop is fast. Fast+fast = blitz, good for conquest. Don't upgrade past 7 hex Paratroop range (correct me if I am wrong, Sterlitz) and PMI, as you'll lose PMI for special forces, which cannot move as fast as PMI. Not past 7 hex, but past level 7. At level 8 aircraft you lose PMI forever. Level 5 is required to get PMI (very useful and not expensive), level 6 gives 8 hex range (quite expensive and quite useful), level 7 gives only damage and shield penetration and it is expensive and not so useful.
|
|
|
Post by Desophaeus on Mar 17, 2017 20:12:01 GMT
D'oh! I thought of a lot of paratrooper variations, but never got the MI. Thanks. As I understand it, it appears that healing is less than useful except under rare circumstances. I haven't been able to test the Supply skill yet, but I'm betting it's more for keeping a unit in the fight longer as opposed to allowing it to recouperate for later use. It really depends on the geography, there is some RARE situations where it does help an unit to recuperate for later use, but you're right, it's more of losing less HP in battle and between battles while moving forward to the next battle rather than actually healing up from a serious wound. I wish I can recall what sort of a rare situation would call for an unit getting nearly blown to pieces then set aside for like 20 turns of idling before using it again. It's usually easier to just get a new one as a replacement and move on. Most of your power comes from mass-produced units rather than the generals anyway.
|
|