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sbaxter1 -> Assault Troops lessons learned (1/9/2011 1:02:38 PM)
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I once started with the 1917 scenario to see assault troops but found that I could only create one unit. I was puzzled about this limit and resolved to find the answer by starting in 1914 and, once I had achieved level 2 trenches, to spend one point per turn on assault troops. That took nine economic points and the first troops could be sent off for training in May 1916. If you have auto refit enabled for your units, don't count on being able to have assault units unless (quite unlikely) that you have more arms available than you need to outfit your regular troops. During the strategic phase, you need to click on a unit for assault training and send it off for a turn (it comes back to the place it left and I have no idea what happens if that place is in enemy hands at the beginning of the next turn). Now the bad news. Assault training costs 12 arms points no matter what the strength of the unit being sent. Yikes! Expensive, but, I thought, potentially worth it to break down the heavily entrenched Anglo-French line. The limit I mentioned above is simply a function of available arms. Worse news. After that assault unit goes into combat and takes losses, it takes TWO arms and TWO manpower points to add one strength point. Wicked expensive. I don't know for sure, but it seemed to me that the Assault Troops suffer greater drops in readiness after an offensive than do the other troops attacking with it. This would make sense, since they spearheaded the attacks. I did not try to go to level 2 assault troops and thus have no idea if they cost even more than the level 1s do.
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