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Leeb?
Oct 24, 2017 3:13:06 GMT
Post by best75 on Oct 24, 2017 3:13:06 GMT
Probably you are right, but some battles in Domination already demand from us at least 9 good generals (if not more). Modern war missions hardly will be easier, imo... The general limit for campaign has been 6 and we don't know for certain new missions will be added to domination mode when modern war comes out. The only thing we know for certain is we get a new modern war campaign and new conquest.
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Leeb?
Oct 24, 2017 4:01:01 GMT
via mobile
Post by soonerjbd on Oct 24, 2017 4:01:01 GMT
Probably you are right, but some battles in Domination already demand from us at least 9 good generals (if not more). Modern war missions hardly will be easier, imo... The tougher Domination missions generally don’t require much artillery. They are very heavy on navy and carriers. The last set of exercises before the final battle has one mission where all you get are naval and infantry units, one where all you get are naval and artillery units and one where all you get are naval and tank units. Each lets you use up to 12 generals. What is the common denominator? Navy. They all require at least three naval generals and two air generals for carriers. I would seriously consider a fourth naval general for those missions, although I don’t know what you would sacrifice for it because you need every type of land general for one of them. Then there is the final battle, which is the Cuban Missile Crisis. I’m not even going to get into that one except to say that you are playing as the U.S. and need two air generals for super carriers and as much naval firepower as you can possibly muster.
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Leeb?
Oct 24, 2017 4:05:52 GMT
via mobile
Post by Singlemalt on Oct 24, 2017 4:05:52 GMT
Uptill now i havent seen real evidence for the need of a second or third artillery general (probably we will know after update release)
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Leeb?
Oct 24, 2017 4:14:55 GMT
via mobile
Post by soonerjbd on Oct 24, 2017 4:14:55 GMT
Uptill now i havent seen real evidence for the need of a second or third artillery general (probably we will know after update release) Rocket artillery can really help in Cold War conquests. You end up fighting off a ton of massed tanks and infantry. It is one of the rare occasions where I use three rocket artillery generals. The splash damage is extremely helpful.
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Leeb?
Oct 24, 2017 4:22:20 GMT
via mobile
Post by Singlemalt on Oct 24, 2017 4:22:20 GMT
The benefits in conquests is not uptill now a reuirement i suppose.. it can help but i mean for campaigns and domination stuff uptill now you can substitute dont you think?
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Leeb?
Oct 24, 2017 5:31:12 GMT
via mobile
best75 likes this
Post by soonerjbd on Oct 24, 2017 5:31:12 GMT
The benefits in conquests is not uptill now a reuirement i suppose.. it can help but i mean for campaigns and domination stuff uptill now you can substitute dont you think? I think you can get away with one artillery commander for quite a while. You definitely want a second one for Cold War conquests. I thought having two helped a lot in Cold War scenarios, particular hard mode ones because you often start with a couple of good tank units and a couple of good artillery units. Plus, stacked heavy tanks are expensive. Rocket artillery cost a couple hundred less gold, and sometimes getting a general out a turn earlier can be a big deal.
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Leeb?
Oct 24, 2017 5:46:46 GMT
Post by best75 on Oct 24, 2017 5:46:46 GMT
The benefits in conquests is not uptill now a reuirement i suppose.. it can help but i mean for campaigns and domination stuff uptill now you can substitute dont you think? I think you can get away with one artillery commander for quite a while. You definitely want a second one for Cold War conquests. I thought having two helped a lot in Cold War scenarios, particular hard mode ones because you often start with a couple of good tank units and a couple of good artillery units. Plus, stacked heavy tanks are expensive. Rocket artillery cost a couple hundred less gold, and sometimes getting a general out a turn earlier can be a big deal. Yep, the fact that you often start with 2 artillery units in Cold War campaign is the reason why I prefer to have 2 artillery generals. The extra firepower early on from having a 2nd artillery general can be really helpful. We still haven't seen modern war campaign but the units that you start with in those scenarios could be like Cold War.
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Leeb?
Oct 24, 2017 11:18:16 GMT
via mobile
Post by stoic on Oct 24, 2017 11:18:16 GMT
Probably you are right, but some battles in Domination already demand from us at least 9 good generals (if not more). Modern war missions hardly will be easier, imo... The tougher Domination missions generally don’t require much artillery. They are very heavy on navy and carriers. The last set of exercises before the final battle has one mission where all you get are naval and infantry units, one where all you get are naval and artillery units and one where all you get are naval and tank units. Each lets you use up to 12 generals. What is the common denominator? Navy. They all require at least three naval generals and two air generals for carriers. I would seriously consider a fourth naval general for those missions, although I don’t know what you would sacrifice for it because you need every type of land general for one of them. Then there is the final battle, which is the Cuban Missile Crisis. I’m not even going to get into that one except to say that you are playing as the U.S. and need two air generals for super carriers and as much naval firepower as you can possibly muster. Who, in your opinion, are 3 best Commanders for a carrier?
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Leeb?
Oct 24, 2017 13:54:14 GMT
via mobile
Post by soonerjbd on Oct 24, 2017 13:54:14 GMT
The tougher Domination missions generally don’t require much artillery. They are very heavy on navy and carriers. The last set of exercises before the final battle has one mission where all you get are naval and infantry units, one where all you get are naval and artillery units and one where all you get are naval and tank units. Each lets you use up to 12 generals. What is the common denominator? Navy. They all require at least three naval generals and two air generals for carriers. I would seriously consider a fourth naval general for those missions, although I don’t know what you would sacrifice for it because you need every type of land general for one of them. Then there is the final battle, which is the Cuban Missile Crisis. I’m not even going to get into that one except to say that you are playing as the U.S. and need two air generals for super carriers and as much naval firepower as you can possibly muster. Who, in your opinion, are 3 best Commanders for a carrier? Yamamoto, Dowding and Arnold can all get the two skills for boosting air attacks, Air Force Leader and Carpet Bombing. Problem is it’s tough justifying two and especially three air generals on your roster when you are never going to use them in scenarios or conquests.
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