ComradeP -> RE: Support units - artillery (12/11/2010 12:22:44 PM)
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1) As they do not appear in the map, how can you attack those support units? bombing for example the HQ counters? Not sure if bombing HQ's will damage non-AA support units (those will fire back), somebody else will have to clarify that. You're mostly damaging and thus possibly destroying support units in a combat they participate in. For example, in the 1943 game between Bob and Flavio, German artillery battalions were blown away in droves by artillery divisions due to participating in a battle where they were seriously outmatched in the number of artillery present. quote:
2) Are they factored in the counters displayed CV value? Yes, but the CV they add would in most cases not be enough to increase the on-counter CV. quote:
3) Also, what about enemy units? how can i know if they are supported or not? You won't. Just like you can never be completely sure of the strength of an enemy unit even after attacking it, you'll never know what kind of support you (unless it's attached to a combat unit) or the enemy will attract prior to attacking an enemy unit. You can make a pretty good guess based on earlier battles against units in the area/the same unit, though. quote:
4) In the tutorial scenario i saw i can build a few of those support units from my HQ, and some are filled by units after 1 turn while others don't. How can i know which and why some support units can be created and filled by units and which ones not? How can i know my limits when creating support units? Production sometimes works in mysterious ways for equipment that is produced with armament points (the equipment that has an "A" listed as their capacity on the production screen. Note that filtering the production screen fill remove these units from the screen as filtering only shows in-production equipment with a numerical capacity). You can make a pretty good guess of whether a support unit will be full strength or not in the next turn based on the production numbers. Generally speaking, anything requiring solely something that can be build with manpower (say, sapper squads and support squads) has a much higher chance of being full strength the next turn than something relying on production of some sort.
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