Rank list for skills - Make your gens be all fearsome
Dec 18, 2017 0:05:29 GMT
best75, andrei, and 8 more like this
Post by Ralyks on Dec 18, 2017 0:05:29 GMT
You bought a gen and you're not sure what skill to buy or max first? You are getting stomped by the enemy gens and you want yours to do like them? Not sure if X gen will perform better than Y gen and you dont want buy both to test them out?
Here's what you've been searching for! This should help you out if you're dubious about what to do with gens.
First of all I want to explain why Ace Forces is in most of the top tier skills. Level is more important that it seems, as it increases base damage, max hp (and actual hp if at full health) and defense. I'll give you an example, tier 1 German super tank has 68 damage, 26 armor and 485 max hp. Max level German super tank has 88 damage (20 difference), 36 armor (10 difference) and 585 max hp (100 difference). The list is about skills with gens, and in WC4 most of general damage skills (as well as hp gain) are a %, meaning that the benefit upon adding the gen will be greater in a level 4-5 troop than in a level 1-2. Getting that level raise twice as fast (or x2.5 if you have the medal) will increase faster the performance of the gen and the troop that he is in.
Without further ado, here goes my skill rank list (feel free to give opinions and suggestions, but I did check it several times so Im pretty confident on it)
NAVAL GENS: there are only 2 troops that you should give gens to, submarines or cruisers, depending on what you need most firepower on:
Recommended for Cruisers:
TANK GENS: I may get boring saying this once and again, but their best performance is approached upon focusing on them getting resets. They are your main damage source in most conquests and campaigns.
INFANTRY GENS: uhhh, I have Yamashita and I gotta be sincere, except for some Challenge missions where I was given shielded (huge hp) infantry, I regret buying this guy. Infantry got heavily outclassed by artillery and tanks in WC4. It has very low defense and low hp, and always 1 tile range, and their high damage combined with their fragility to damage makes them be focused by the IA often, resulting in him dying very early. That said, here goes the list:
ARTILLERY GENS: I have Konev and its charming watching him dealing direct hits of ~240 without getting counter attacked, and this was all with only 2 skills (the first and third he comes with, I have them both with their respective medals)
Note for air gens: they're not worth it. If your gens have some extra air damage, good, but dont buy a pure-air gen or aim for a hybrid. Battles are fought and won in the front. Most of the times a light infantry will prove to be more useful than an air attack. Wasting x amount of denars to get a gen just to get him sitting at a city with an airport and you not being able to restock your army as you're wasting your income into air attacks is something you should not want to do. Its useful if you have to finish a enemy gen/city that was left alive with 10 hp as not doing so will result in worse outcomes, but overall, dont rely on air to push the advantage. In carriers they do often even less than from a city, as they can only do 1 attack per turn and always with the same type of attack (normally the bonus damage to ships), in a city you can select the one that suits the most against your target, either fighter, bomber, strategic bomber, stealth or rockets/nukes.
Hope you like it and hope you find it helpful! Maybe this comes kinda late, but Im an Android user and I was busy with exams, so I kinda couldnt play, now Im more free to play, test and write stuff like this
Here's what you've been searching for! This should help you out if you're dubious about what to do with gens.
First of all I want to explain why Ace Forces is in most of the top tier skills. Level is more important that it seems, as it increases base damage, max hp (and actual hp if at full health) and defense. I'll give you an example, tier 1 German super tank has 68 damage, 26 armor and 485 max hp. Max level German super tank has 88 damage (20 difference), 36 armor (10 difference) and 585 max hp (100 difference). The list is about skills with gens, and in WC4 most of general damage skills (as well as hp gain) are a %, meaning that the benefit upon adding the gen will be greater in a level 4-5 troop than in a level 1-2. Getting that level raise twice as fast (or x2.5 if you have the medal) will increase faster the performance of the gen and the troop that he is in.
Without further ado, here goes my skill rank list (feel free to give opinions and suggestions, but I did check it several times so Im pretty confident on it)
NAVAL GENS: there are only 2 troops that you should give gens to, submarines or cruisers, depending on what you need most firepower on:
Recommended for Cruisers:
- Rumor - (beware with submarines though). This will cause serious trouble to enemy fleets, and it may trigger as well when attacked from land or by enemy cruisers and submarines. Once its confused, you can even hit it freely with land units, hit it to get free exp before disembarking. Its lovely hitting of >100 damage to a city and lowering the morale of the defending troop both in one go. Useful in WW2 Europe and WW2 Pacific, and a must have skill for Cold War and specially Modern War (with enemy gen ships having 800-2000 hp and counterattacking ~100 damage). Useful in conquest as well.
- Sailor - really nice value on cruisers. With this skill leveled you will hit like a truck to stronghold units, you will be placing him near coastal artilleries hoping they strike you and you can counter attack them for almost their entire hp. This is so much value before trying to land somewhere. It will also trigger when being attacked by land troops in ships (RIP) and enemy cruisers and destroyers.
- Explosives/Ace Forces - paired with number 2, you can 1 shot enemy strongholds just by being attacked by them. It also raises the damage making the last note of point number 1 even better. Useless skill for a pure naval combat, but very useful to take coastal cities and defenses down. If you're focusing the cruiser more to naval combat rather than a coast-cleaner for disembark, get Ace Forces, the higher level faster will make better trades off faster and thus, more damage and damage soak (as it raises hp and defense) during the whole mission.
- Fleet Leader - I dont really like these % chance triggers, whilst for rumor it seems to be higher than the % it says, for this one seems to be lower. However, it does have a chance to trigger in both attacks and counterattacks. Having a good level in 2 and 3 will 1 hit coastal fortress, but having one of those 2 and this one will do it as well. I placed this one below the other two as its chance based, but may trigger as well when attacking other ships, whilst the other two wont do it in this scenario.
- Not really found a solid one for the 5th spot. Either camouflage or shelter. Similar explanation to the one given in submarines. On cruisers it has a lower value as these already have anti-air installed, thus the damage reduction is noticed less, so thats why here is ratted lower.
- Rumor - again, this skill is a masterpiece for naval, that is way more important than in WC3. Sure, submarines wont get counter attack, making it more easy to apply stacks of morale reduction freely, reducing the damage that he will deploy on you next turn and then, nullifying it once you get to confuse him. Confuse enemy ships wont annoy your land troops allowing for easy disembarks. Less value than in cruisers as cruisers may trigger this skill as well when being attacked from land or by other cruisers.
- Fleet Leader - submarines have less hp but hit way harder to cruisers and carriers. This will increase heavily their damage output if you do get this skill to trigger.
- Wolfpack - submarines are recommended to be spam as 1-size troop. This will increase their base damage that will be further be increased by the damage bonus they get vs cruisers and battleships. It works as well with land units that are in transport ships, so if you are having trouble to break in a coast, maybe getting the submarine close with this skill will offer the slight damage increase you needed to disembark.
- Either Camouflage or Shelter - Camouflage feels a bit better as enemy carriers will often target submarines (and sometimes airports). Shelter should maybe 5th, but until Cold War and Modern War you dont see really many missiles being launched, so no value early on. Else get Ace Forces, every level up will raise all the stats (except movement speed) of the submarine.
- Sailor - works in these worse than in cruisers, as submarine's main targets are cruisers and carriers, and the former will most often attack from a 2 tile range avoiding submarine's counterattack and the latter will completely avoid the counterattack due its aerial attacks. Enemy submarines will not be counterattacked, nor will coastal artillery, leaving only this skill to work when attacked by transport ships and destroyers, which gives little value. Not really suggested, but there's nothing better around.
TANK GENS: I may get boring saying this once and again, but their best performance is approached upon focusing on them getting resets. They are your main damage source in most conquests and campaigns.
- Armored Assault - Tanks will do the most damage in most games, mainly to their reset ability. Increasing up to 30% damage (48% with medal) with each hit will allow for more resets and thus, even more damage output. Triggers in defense and attack.
- Panzer Leader - oh boy, I freaking love when this skill triggers, it does so much damage, specially against infantry gens. Triggering it will make a trade with an enemy commander very advantageous, even better than Blitzkrieg, as I prefer a 130-40 trade than a 70-0 trade. This skill with number 1 will get most enemy 1 size troops 1 hit KO, allowing for more lucky resets and triggers. Remember, what's dead, cant retaliate, nor can attack later on. Triggers in attack and in defense, thats the most solid reason why I place this one over Blitzkrieg.
- Crossfire - 30% extra damage when counter attacking... A good tank gen will instakill most infantry that dare attack him (any within range, as IA will attack him if they dont find a more appealing target nearby), tanks that attack him will be severely damaged, making it great for resets when its his turn to attack. Its a weaker version of Armored Assault, as it does the same but only when counter-attacking, luckily they do both add up making devastating counterattacks.
- Blitzkrieg/Explosives - amazing, get Manstein or Guderian with this skill at 5 and give him the respective medal and boom, a whooping 90% chance of not being counter-attacked, on a troop that has potential to reset his attack on every kill he does and that often will have 2 range, specially useful to avoid being counterattacked when attacking other gens after clearing the weaker troops. This is mainly useful when fighting other super tanks or generals, as tank gens should focus on last-hitting to get resets, and in WC4 killing the enemy unit wont get it to counter attack. But doesnt increase damage output nor is any useful in defense, only when you're gonna hit something that you dont want it to strike back at you, but I insist, tanks are mainly about last-hitting, lowering the enemy's hp is artillery's role, thats why they have the % chance to not be counter attacked. Explosives will give more offensive power against defensive buildings and cities. I rate it over number 5 skills as tanks do huge damages, and this bonus is a %, which often results in greater damages, specially if you stack damage abilities.
- Plain Fighting/Jungle Fighting - In WC4 there are way more jungles (and 2 different ones, not just 1). Like in WC3, plains are the most numerous, but striking from plain is worse than striking from jungle, as you will receive full damage later on, whilst forests will give you some damage reduction (5% from tanks and 10% from artillery the small forest, 10% from tanks and 20% from artillery the big forest). This damage bonus from the skill applies to attack and defense, and its a 5-25 bonus damage per hit, which is very welcomed. Another thing that i must mention is that medal for "x fighting" are divided, one medal covers Plain fighting and Street fighting whilst the other medal covers Mountain, Desert and Jungle fighting, meaning that if you have 2 land gens, it is better to give one Plain fighting and the other Jungle fighting, and you can give one medal each, the one corresponding to which they have. If you have 5 land gens, 3 should have plain fighting, 2 forest fighting. The damage reduction and the increased amount of forests makes that often, a heavy tank/super tank can find a forest to fight from with the increased resistance the forest gives.
- Tide of Iron - not even sure if this one should take the 6th spot or not, its was nerfed from WC3 and in WC4 there are other skills that got better, so its not bad, but it went down in value. It gets outclassed by number 5. Rumor is a solid choice on them as well, mostly useful when sieging a city with a tank gen on it (or defending against a siege from some gens). The other option is Ace Forces, tanks farm up exp the fastest due resets and higher range (meaning more troops in reach and more troops to counter attack), farm a couple of levels with low tier troops before engaging another tough gen, these extra levels will surely help out in the duel, shame it has a limit of levels.
INFANTRY GENS: uhhh, I have Yamashita and I gotta be sincere, except for some Challenge missions where I was given shielded (huge hp) infantry, I regret buying this guy. Infantry got heavily outclassed by artillery and tanks in WC4. It has very low defense and low hp, and always 1 tile range, and their high damage combined with their fragility to damage makes them be focused by the IA often, resulting in him dying very early. That said, here goes the list:
- Raider - Its imposible to make these guys survive for a whole campaign mission or conquest, so they have their role clear, do the most damage posible (for tanks to clear) before dying. And this skill does the best at it, specially when combined with a Commando with some bonus against what you're fighting (Egyptian commando has +75% damage in desert and +65% to armored, I did over 200 damage to a small tank with Yamashita leading that Commando and having this skill at 48% (30 + medal). Else i take motorized infantry normally, more rarely, I take them him on mechanized infantry. Its better to hit the tank for 100 and be hit back than go for the city and hit 40 to the tank and 80 to the city, as the counterattack and later attack will be more painful
- Crossfire - the mini version of raider, as it has as well 30% but only works for counter attacks. Most of the damage of this infantry gen will be due counter attacks, as unlike tank Gens, they cant reset, meaning that at most they will do a single attack and normally receive 1-3 strikes, try to make the tank soak the hits from artilleries and tanks (as he can strike back due its 2 range) and this guy near small tanks and infantry.
- Explosives - specially good if you're going with mechanized infantry (the one with an armored car that does bonus damage to buildings). Its not ideal, but can lower the city hp enough for the tank to follow with the first attack taking down whats left of the city and with the reset, attack again the foe in the city (if he is still alive). If on mechanized infantry, with raider, they can almost 1 hit KO bunkers, that were meant to be their counter, funny huh?
- Plain Fighting/Jungle Fighting - read explanation from point 5 in tank gens
- Crowd Tactics - tried this but only sometimes works, with their high mobility they can place themselves in spots between your tanks. Like I previously said, the damage/hp ratio for infantry is high, meaning that they will be focused often. They will act as a lure to force tanks into desfavorable spots or artillery to get too close. They will increase all the nearby troops damage by 20, allowing for easier clean up, but this differs from the main role I see infantry as.
ARTILLERY GENS: I have Konev and its charming watching him dealing direct hits of ~240 without getting counter attacked, and this was all with only 2 skills (the first and third he comes with, I have them both with their respective medals)
- Accuracy - identical as with tanks and infantry, increases by a % (30% without medal, 48% with medal) the damage output in attacks and counter attacks. And its a lot when you look at numbers, a hit of 180 damage (thanks to number 2) will get 54 extra damage without medal, and 86 extra damage with medal. And 100% trigger chance, flawless
- Artillery Leader - ideal if you only have one Art Leader and you have the medal. Average damage is increased by 30%. With medal, which increases skill's chance to trigger also increases extra damage, making the damage increase arond 80%.
- Plain Fighting/Jungle Fighting - read explanation from point 5 in tank gens. With these works specially good when using rocket artillery.
- Explosives/Crossfire - I personally prefer Crossfire as artillery have approximately the same hp than infantry, but they do have more armor and bigger safety due to their higher range, making them last longer and for more counter attacks. Explosives is a good choice as well, and it will trigger as well if the foe in the city attacks you (but Crossfire will trigger as well there, and it does increase the damage to the city AND to the troop)
- Ace Forces/Rumor - Leveling up increases base damage, max hp (and thus will heal you a bit (the difference in max hp points gained)) and defense, making it stronger and harder to kill. On the other hand, Rumor is a solid pick, but i dont like relying on % chances, I feel often unlucky. Note: Rumor with Rocket Artillery may only trigger on the main target, never in the 2 tiles behind.
- Artillery Barrage - the small brother of plain fighting/jungle fighting.
Note for air gens: they're not worth it. If your gens have some extra air damage, good, but dont buy a pure-air gen or aim for a hybrid. Battles are fought and won in the front. Most of the times a light infantry will prove to be more useful than an air attack. Wasting x amount of denars to get a gen just to get him sitting at a city with an airport and you not being able to restock your army as you're wasting your income into air attacks is something you should not want to do. Its useful if you have to finish a enemy gen/city that was left alive with 10 hp as not doing so will result in worse outcomes, but overall, dont rely on air to push the advantage. In carriers they do often even less than from a city, as they can only do 1 attack per turn and always with the same type of attack (normally the bonus damage to ships), in a city you can select the one that suits the most against your target, either fighter, bomber, strategic bomber, stealth or rockets/nukes.
Hope you like it and hope you find it helpful! Maybe this comes kinda late, but Im an Android user and I was busy with exams, so I kinda couldnt play, now Im more free to play, test and write stuff like this