Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

staff council and battalions with attachments - do they reinforce properly?

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Shadow Empire >> staff council and battalions with attachments - do they reinforce properly? Page: [1]
Login
Message << Older Topic   Newer Topic >>
staff council and battalions with attachments - do they... - 7/31/2021 8:05:52 PM   
misterprimus

 

Posts: 75
Joined: 3/12/2021
Status: offline
If I make a custom battalion with my staff council, like attaching to an MG group some units of AT guns (to make them defend vs. infantry AND tanks), do they reinforce properly? Meaning if it loses 1 set of MG infantry and 1 set of AT guns, do I just build those in the repl. troops screen and they should flow via my logistics to the unit like it's an ordinary battalion?

That said, what's a good line of defense for holding a frontline?

< Message edited by misterprimus -- 7/31/2021 8:06:26 PM >
Post #: 1
RE: staff council and battalions with attachments - do ... - 7/31/2021 10:05:25 PM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline
They should reinforce normally. But the betas have fixed a few bugs with this, so it depends which gameversion this savegame was created in and is running in.

Infantry is a pretty good defensive baseline. Especially if you allow it to entrench.
MG gives plenty of anti-soft defense. There is a saying: "What is the hardest thing in Shadow Empires? A group of MG's in the mountain."

The AT gun however is more of a stopgap to get some decent RPG's.
The AT guns ways of doing penetration is firing a hard projectile really, really fast. That is the way we have been doing it in both World Wars.
But Hollow charge weapons make projectile speed entirely unessesary, only the warhead yield maters. Which is what we are putting into the RPG units. And even modern AP shells. The High-Velocity AT gun is dead since the cold war.

< Message edited by zgrssd -- 7/31/2021 10:06:15 PM >

(in reply to misterprimus)
Post #: 2
RE: staff council and battalions with attachments - do ... - 7/31/2021 10:29:31 PM   
misterprimus

 

Posts: 75
Joined: 3/12/2021
Status: offline

quote:

ORIGINAL: zgrssd

They should reinforce normally. But the betas have fixed a few bugs with this, so it depends which gameversion this savegame was created in and is running in.

Infantry is a pretty good defensive baseline. Especially if you allow it to entrench.
MG gives plenty of anti-soft defense. There is a saying: "What is the hardest thing in Shadow Empires? A group of MG's in the mountain."

The AT gun however is more of a stopgap to get some decent RPG's.
The AT guns ways of doing penetration is firing a hard projectile really, really fast. That is the way we have been doing it in both World Wars.
But Hollow charge weapons make projectile speed entirely unessesary, only the warhead yield maters. Which is what we are putting into the RPG units. And even modern AP shells. The High-Velocity AT gun is dead since the cold war.

Do Flak guns work against tanks as well like they did in WW2?

(in reply to zgrssd)
Post #: 3
RE: staff council and battalions with attachments - do ... - 7/31/2021 11:49:36 PM   
Soar_Slitherine

 

Posts: 426
Joined: 6/7/2020
Status: offline
No. Their hard attack scores are fairly low, and they consume ammo at a completely insane rate even in ground combat.

(in reply to misterprimus)
Post #: 4
RE: staff council and battalions with attachments - do ... - 8/1/2021 2:23:29 AM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline

quote:

ORIGINAL: misterprimus


quote:

ORIGINAL: zgrssd

They should reinforce normally. But the betas have fixed a few bugs with this, so it depends which gameversion this savegame was created in and is running in.

Infantry is a pretty good defensive baseline. Especially if you allow it to entrench.
MG gives plenty of anti-soft defense. There is a saying: "What is the hardest thing in Shadow Empires? A group of MG's in the mountain."

The AT gun however is more of a stopgap to get some decent RPG's.
The AT guns ways of doing penetration is firing a hard projectile really, really fast. That is the way we have been doing it in both World Wars.
But Hollow charge weapons make projectile speed entirely unessesary, only the warhead yield maters. Which is what we are putting into the RPG units. And even modern AP shells. The High-Velocity AT gun is dead since the cold war.

Do Flak guns work against tanks as well like they did in WW2?

The 88 was a exception. Starting with it being given bunker-buster ammunition.
Smaler Flak guns could only realy fight armored cars or realy light tanks and were more comparable to a Machinegun then a AT gun in that use.

In the game MG gives some abilit to shoot low flying aircraft attacking the hex.
The advantage of Flak is that it has 1 AA Range, so it can defend adjacent hexes.

The Manpad is same hex, but increasing ability to hit high fliers.
Sam can hit high+low and in a considerable range.

(in reply to misterprimus)
Post #: 5
RE: staff council and battalions with attachments - do ... - 8/24/2021 6:52:32 AM   
phyroks

 

Posts: 41
Joined: 12/1/2020
Status: offline

quote:

ORIGINAL: zgrssd


quote:

ORIGINAL: misterprimus


quote:

ORIGINAL: zgrssd

They should reinforce normally. But the betas have fixed a few bugs with this, so it depends which gameversion this savegame was created in and is running in.

Infantry is a pretty good defensive baseline. Especially if you allow it to entrench.
MG gives plenty of anti-soft defense. There is a saying: "What is the hardest thing in Shadow Empires? A group of MG's in the mountain."

The AT gun however is more of a stopgap to get some decent RPG's.
The AT guns ways of doing penetration is firing a hard projectile really, really fast. That is the way we have been doing it in both World Wars.
But Hollow charge weapons make projectile speed entirely unessesary, only the warhead yield maters. Which is what we are putting into the RPG units. And even modern AP shells. The High-Velocity AT gun is dead since the cold war.

Do Flak guns work against tanks as well like they did in WW2?

The 88 was a exception. Starting with it being given bunker-buster ammunition.
Smaler Flak guns could only realy fight armored cars or realy light tanks and were more comparable to a Machinegun then a AT gun in that use.

In the game MG gives some abilit to shoot low flying aircraft attacking the hex.
The advantage of Flak is that it has 1 AA Range, so it can defend adjacent hexes.

The Manpad is same hex, but increasing ability to hit high fliers.
Sam can hit high+low and in a considerable range.

Stay away from flak guns for ground purposes, they were on paper (in game) ok choice if you wanted something with soft+hard attack but their ammo consumption for shooting is more or less insane as ammo production costs usually could supply you with entirely new AT or arty unit, not to mention hauling that much ammo killing your logistics.

If you want to make large unit you should start customization from something with high max unit count (like pure infantry or Heavy MG as the highest stack number is your custom limit too, units like heavy grenadiers have lower max cap as their start with smaller amount on all units). If you know you have just few tanks incoming and terrain is good for defending you can prob just go with inf+mg+rpg (this seems to work most often), if having arty slow you down does not matter too much and you are facing lot of enemies inf+mg+AT+ART.



(in reply to zgrssd)
Post #: 6
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Shadow Empire >> staff council and battalions with attachments - do they reinforce properly? Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.609