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Using leaders effectivly

 
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Using leaders effectivly - 12/10/2010 9:51:20 PM   
dulsin2

 

Posts: 33
Joined: 3/30/2005
Status: offline
I find the leader ratings confusing even after reading the manual.

What makes a good Theater Commander? Do any of his modifiers other than command points and inf training matter?

Can the Theater commander do anything special when he gain initiative or is it all passive? For instance when the theater commander has initiative can he kick an army commander in gear and get them moving?

Does an Army commanders Infantry rating affect any of the troops of the subordinate commanders under him?

What can a naval commander with ships do when he gains initiative? Is he now better able to attack a shore or naval force than one without initiative?
Post #: 1
RE: Using leaders effectivly - 3/31/2011 11:07:20 AM   
swatter555

 

Posts: 199
Joined: 3/19/2002
Status: offline
I assume that you have either figured this stuff out or have moved on, so I will answer your questions assuming other novices have your same questions. Your questions hit right at the heart of the game, and I agree that definative answers seem elusive at this point.

1) When makes a good theater commander? I can't tell you for sure, but I believe a wide array of ratings are used in different situations. Theater commanders mainly assist with army commanders in gaining initiative, which I believe is based upon his attack rating (whether he himself gets activated). A TC needs to be activated himself to assist the AC in gaining initiative. Unless it works differntly than army commanders, the attack rating matters. I also think the TC can assist in commiting units to combat when an AC is not present. Ill be honest, I need more info on TCs myself.

2) The AC really does alot as far as commiting units, but the manual also says that the ACs specialty ratings also modifiy the specialty ratings of other commands under them. So, I am going to say that for ACs all the combat rating matter.

3) I have seen no advantage to naval commanders getting initiative when they command ships. The naval part of the game does not rely on initiative like the ground part of the game does. I commit my naval commanders to combat without regard to initiative. Naval invasions are a different story and I will address that in your other thread.

(in reply to dulsin2)
Post #: 2
RE: Using leaders effectivly - 4/24/2011 12:22:52 AM   
DaveP

 

Posts: 41
Joined: 1/4/2002
Status: offline
There are only three things that matter for a TC: his rank in stars, his command rating and his administrative rating. Nothing else matters.

A four star leader with a command rating of 20 and an administrative rating of 6 will have a 100% chance of having inititative.

The best candidates for both sides are administrative leaders with a 6 administrative rating.

(in reply to swatter555)
Post #: 3
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