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Post by supersmashkoala on Jul 28, 2018 20:54:46 GMT
What are the best skills for Konev? I use him as an artillery gen
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Post by Friedrich “Fried Rice” Paulus on Jul 30, 2018 2:16:48 GMT
I shoved on rumor and machnist on him, and he was overpowered. He was good at rumoring enemies as they couldn’t counterattac, and since he was the only artillery general on my team, the precision and artillery leader skills made him have huge output.
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Post by Heinz Wilhelm Guderian on Aug 2, 2018 16:35:40 GMT
I shoved on rumor and machnist on him, and he was overpowered. He was good at rumoring enemies as they couldn’t counterattac, and since he was the only artillery general on my team, the precision and artillery leader skills made him have huge output. Machinist is a pointless skill for artillery. If we want our artillery generals to not take damage, get 100% chance to not be counterattacked on rocket artillery and send units to tank the damage so the artillery don't have to. Rumor and Explosives are two good choices for Konev.
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Post by Friedrich “Fried Rice” Paulus on Aug 2, 2018 17:26:14 GMT
I shoved on rumor and machnist on him, and he was overpowered. He was good at rumoring enemies as they couldn’t counterattac, and since he was the only artillery general on my team, the precision and artillery leader skills made him have huge output. Machinist is a pointless skill for artillery. If we want our artillery generals to not take damage, get 100% chance to not be counterattacked on rocket artillery and send units to tank the damage so the artillery don't have to. Rumor and Explosives are two good choices for Konev. I see. But machinist heals your artillery generals so quickly. 15 hp per turn, so it would take around 20 turns to heal a half injured artillery general completely. But true, getting machinist just for conquest is silly. However, I do find explosives to be a useless skill. Its like raider armored assualt and precision, but there is no medal capable of buffing that skill. I would personally just not use it, or give him infantry leader for hybrid potential. Explosives is a good skill, I just feel as though you can live without it.
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Post by Heinz Wilhelm Guderian on Aug 2, 2018 22:49:38 GMT
Machinist is a pointless skill for artillery. If we want our artillery generals to not take damage, get 100% chance to not be counterattacked on rocket artillery and send units to tank the damage so the artillery don't have to. Rumor and Explosives are two good choices for Konev. I see. But machinist heals your artillery generals so quickly. 15 hp per turn, so it would take around 20 turns to heal a half injured artillery general completely. But true, getting machinist just for conquest is silly. However, I do find explosives to be a useless skill. Its like raider armored assualt and precision, but there is no medal capable of buffing that skill. I would personally just not use it, or give him infantry leader for hybrid potential. Explosives is a good skill, I just feel as though you can live without it. Just because explosives doesn't have a medal to buff it doesn't mean it's bad. if Konev does 150 damage, 40% explosives will make him do 240 damage. That's a difference of 90 damage. that
extra cracking power against cities can make the difference between a win and a loss. I agree you can live without it, but it's better to have it
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Post by Friedrich “Fried Rice” Paulus on Aug 2, 2018 23:34:01 GMT
I see. But machinist heals your artillery generals so quickly. 15 hp per turn, so it would take around 20 turns to heal a half injured artillery general completely. But true, getting machinist just for conquest is silly. However, I do find explosives to be a useless skill. Its like raider armored assualt and precision, but there is no medal capable of buffing that skill. I would personally just not use it, or give him infantry leader for hybrid potential. Explosives is a good skill, I just feel as though you can live without it. Just because explosives doesn't have a medal to buff it doesn't mean it's bad. if Konev does 150 damage, 40% explosives will make him do 240 damage. That's a difference of 90 damage. that
extra cracking power against cities can make the difference between a win and a loss. I agree you can live without it, but it's better to have it
All true, but it is so expensive. Its better to shove on Machinist as opposed to explosives. My main issue with explosives, is that fact that your infantry generals will be the ones blowing up cities in the future, as even guderian with explosives cannot crack yamashita’s out, even on mechanized. Yamashita reaches outputs of around 600 against cities on hungarian commandos. I don’t see any reason to have explosives when mechanized units exist.
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Post by Heinz Wilhelm Guderian on Aug 3, 2018 0:22:14 GMT
Just because explosives doesn't have a medal to buff it doesn't mean it's bad. if Konev does 150 damage, 40% explosives will make him do 240 damage. That's a difference of 90 damage. that
extra cracking power against cities can make the difference between a win and a loss. I agree you can live without it, but it's better to have it
All true, but it is so expensive. Its better to shove on Machinist as opposed to explosives. My main issue with explosives, is that fact that your infantry generals will be the ones blowing up cities in the future, as even guderian with explosives cannot crack yamashita’s out, even on mechanized. Yamashita reaches outputs of around 600 against cities on hungarian commandos. I don’t see any reason to have explosives when mechanized units exist. Mechanized infantry don't do that much extra damage to cities relative to a general with explosives. In any case, you would rarely play Hungary in a conquest. To prevent this debate from going on forever, I'll just say we're both right because of our reasons.
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Post by Friedrich “Fried Rice” Paulus on Aug 3, 2018 0:50:48 GMT
All true, but it is so expensive. Its better to shove on Machinist as opposed to explosives. My main issue with explosives, is that fact that your infantry generals will be the ones blowing up cities in the future, as even guderian with explosives cannot crack yamashita’s out, even on mechanized. Yamashita reaches outputs of around 600 against cities on hungarian commandos. I don’t see any reason to have explosives when mechanized units exist. Mechanized infantry don't do that much extra damage to cities relative to a general with explosives. In any case, you would rarely play Hungary in a conquest. To prevent this debate from going on forever, I'll just say we're both right because of our reasons. True, but just one more point. I personally choose the countries i play in conquest by their commandos if they aren’t 3 star countries. For example, I might play as poland as my two star country, as they have great jungle fighting fortress destroying commandos. I might also play as Egypt as they have strong anti armor infantry commandos. They are very powerful. The commandos can be categorized by their overall usefulness Excellent: Egyptian/Middle Eastern Commandos, Romanian/Italian Commandos, Hungarian/Polish/Australian Commandos. Good: Japanese Commandos, Finnish/Yugoslavian Commandos Useless: Chinese Commandos There are many conquests in which a strong infantry general is more important than even a strong tank general. All that being said, I agree. There is no bad strategy of playing a game, just as long as it works for you. Good day to you sir
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Post by Heinz Wilhelm Guderian on Aug 3, 2018 2:19:00 GMT
Mechanized infantry don't do that much extra damage to cities relative to a general with explosives. In any case, you would rarely play Hungary in a conquest. To prevent this debate from going on forever, I'll just say we're both right because of our reasons. True, but just one more point. I personally choose the countries i play in conquest by their commandos if they aren’t 3 star countries. For example, I might play as poland as my two star country, as they have great jungle fighting fortress destroying commandos. I might also play as Egypt as they have strong anti armor infantry commandos. They are very powerful. The commandos can be categorized by their overall usefulness Excellent: Egyptian/Middle Eastern Commandos, Romanian/Italian Commandos, Hungarian/Polish/Australian Commandos. Good: Japanese Commandos, Finnish/Yugoslavian Commandos Useless: Chinese Commandos There are many conquests in which a strong infantry general is more important than even a strong tank general. All that being said, I agree. There is no bad strategy of playing a game, just as long as it works for you. Good day to you sir And a good day to you as well
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