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Non-combat engineers

 
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Non-combat engineers - 2/27/2010 10:09:02 PM   
gts2096


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what leadership skill do u look for in a leader.....land or admin....
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RE: Non-combat engineers - 2/27/2010 10:13:09 PM   
freeboy

 

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does it matter?

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RE: Non-combat engineers - 2/27/2010 11:27:32 PM   
gts2096


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well i'm not sure...do they get the job done faster with a admin leader or a land leader?.....i see land as combat for sure....but admin im not so sure on

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RE: Non-combat engineers - 2/27/2010 11:49:21 PM   
wwengr


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quote:

ORIGINAL: gts2096

what leadership skill do u look for in a leader.....land or admin....


See http://hc-strategy.com/ae/wiki/index.php?title=How_to_Choose_Leaders

Rear Area Units Training or Rear Area Functional Units
Units can use training to gain experience up to an allowable maximum based on the unit nationality. If unit is in the rear area in order to train, assign unit leaders using the following order of priorities:

  • Leadership – Influences experience gain.
  • Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
  • Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
  • Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
  • No other skills or qualities have any influence.


I would not expect non-combat engineers to be inc combat and if they are, not really much of a factor. Most important is to keep them working as much as possible, so I suggest that Administration then Inspiration are the priorities for them.

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I have been inputting my orders for the campaign game first turn since July 4, 2009. I'm getting close. In another month or two, I might be able to run the turn!

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RE: Non-combat engineers - 2/28/2010 12:28:46 AM   
gts2096


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thxs ww

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