Mike Parker -> RE: need gaming parner! (5/20/2009 7:04:57 PM)
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Cunki, Look in the rules also but here are the basics. (I am doing this from memory so I might be a little off) Commanders eligible for CSC (Corp Sub Commanders) require 7+ command rating.(Maybe 6+ I am hazy on that) When a unit is attached to a Corp it gets all the bonuses normally attributable to the AC and Corp Commander, but in addition attached CSC's add bonus also. CSC's attached to a corp can provide a bonus to a certain number of like-typed units (Inf-Inf Cav-Cav Art-Art Nav-Nav) equal to number of stars in rank +1 (col = 1 | * = 2 | ** = 3...) CSC's may be attached to a corp if they meet the following criteria The Corp Commander is of equal or greater RANK (as in stars) The Corp Commander has a greater command rating. So for example you have a three star with CR=8, you give him 6 Inf and 2 Art. At this point all the bonuses accrue just as they would in a game without CSC's. You will notice however that when you hover of the Corp Commander it will indicate he is -8 (meaning 8 units have no CSC). You then can assign CSC's from amongst available commanders. They can be no more than 3 stars and 7 CR. And you need to provide 6 Inf and 2 Art. So a pair of 2 star Inf Generals and a 1 star Art General would do the trick. Or a 3 star and 1 star Inf general with a pair of arty col. or any other combo as long as they are not of too high a rank or too much CR. Things to remember The CR of the individual CSC is of no importance except that it must be lower than the Corp Commander. You will get many more leader activations since you will use many more leaders CSC's help with nothing except in battle modifiers, they do not train nor do they help movement or initiative. Blockading ships without CSC's are at a penalty on blockading. What is so cool about them. All those useless leaders you don't know what to do with? Well they become CSC's for you (division commanders) and believe me you quickly find wonderful uses for these folks. Leaders that hit the magical 7 (or 6 but almost sure its 7) that become eligible for CSC become VERY important, as you might have very capable leaders that are CR 6- you can then put them UNDER a rather mediocre (or even incompetent) CR7+ leader and get benefit. Since you have many more leader activations, and even a poor leader can be useful somewhere as a CSC, you can risk going for a low % activation to bring in a leader early with less worry There becomes this whole dynamic of getting CR 6 and 5 leaders with really good stats to be promoted and get to the 7 level to become true corp commanders. I am sure there are things I am forgetting, but it really adds a new dimension to the game, and adds for me alot of fun. Oh one thing *I* personally find to be great that I forgot to mention. You know those CR11 poor commanders? 2-2-2 that won't make good TC's. Well now they have a use as CSC's for your really high CR generals. these CR11 2-2-2 guys tend to be *** so they add a CSC bonus to 4 units. Its better than languishing in a backwater because they are considered a liability as a corp commander!
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