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Capabilities of different units
I'd just like to ask what all the different unit types do. I'm especially interested in "hidden" capabilities, like how the FO reduces the artillery shell transit time, or how ordinance transports reload ammo, or how engineers can clear mines more effectively.
For example, what is the purpose of a mobile command post like the M577CV? It doesn't shoot, and comes in pairs. If I wanted to bring my HQ around, I could just use an M113. Also, there's a leftover M577CV that doesn't get loaded up. Similarly, why would one want to purchase cavalry scouts instead of regular infantry? What is the value of an airstrike in game terms? I find artillery tends to do a better job of hitting and suppressing what I want to hit and suppress. Definitely artillery is immune to AA interference? Is it that some aircraft seek targets? Why would one want to recruit snipers? Do they give a higher morale penalty for each hit? Also... How do you use barge vehicles effectively? I find they are incredibly slow so that it isn't worthwhile using them. Your whole force waits by the river until they get there. You deploy the barge, send the tank across, send the barge back, send the tank across... How do you use engineers effectively? They take forever to clear mines. Is there a way to change the loadout of a vehicle/infantry between missions without having to change the vehicle? Signals units (e.g., dedicated Signals battalions) don't seem to be well represented. I assume we just model them as trucks? |
Re: Capabilities of different units
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Re: Capabilities of different units
stupid question,does snipers have increas spotting like scouts?
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Re: Capabilities of different units
Snipers do not have any special spotting abilities, nor do scouts or any other recce. Some OOBs may give the formation 5 experience points over average - which may help.
Andy |
Re: Capabilities of different units
The extra XP was what I meant by scouting bonus, sorry for mudding the waters a bit...
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Re: Capabilities of different units
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