Some formations tricks (Full Version)

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Strategiusz -> Some formations tricks (10/27/2011 9:01:48 PM)

1
If you delete a formation by yourself, you get your PP back.
This is useful when you need PP for technology or to create an important formation in a different place in this turn.

2
Naval fleet and air force only - remember that you can change HQ and transfer units without reducing any readiness.

3
If you have poor air formations with a small amount of units (or Kamikaze or V-Rockets) remember: if you loose this formation in combat you don't get your PP back. It's easy to avoid by attaching at least one Rifle to the formation.




british exil -> RE: Some formations tricks (10/27/2011 9:49:06 PM)

quote:


3
If you have poor air formations with a small amount of units (or Kamikaze or V-Rockets) remember: if you loose this formation in combat you don't get your PP back. It's easy to avoid by attaching at least one Rifle to the formation.


Isn't that a bit gamey?

I mean how can a rifle attach itself to a kamakaze or V-Rocket?

I'm playing a PBEM game as the "Japs" and it wouldn't be right to use that kind of trick.

Mat




Josh -> RE: Some formations tricks (10/28/2011 12:14:49 PM)


quote:

ORIGINAL: Madlok

3
If you have poor air formations with a small amount of units (or Kamikaze or V-Rockets) remember: if you loose this formation in combat you don't get your PP back. It's easy to avoid by attaching at least one Rifle to the formation.


Say what? LOL
I know that in eras past they would hurl the bodies and heads of slain enemies into the opponents castlewalls/drinkingwells, but this is way more brutal. Send a lone, um, "volunteer" to a V-rocket unit.... awesome!
I agree with Mat here... it *is* a bit gamey. Didn't know it was possible in the first place.
What I do know is that Kamikaze and V-rockets do need to gain some Exp, at least up to 40, because that way they do more damage. That's a weird idea too, how can a V-rocket with 20 Exp do less damage than a 40 Exp V-rocket unit? But that's the way it is.




RufusTFirefly -> RE: Some formations tricks (10/30/2011 10:56:51 PM)

quote:

ORIGINAL: Josh

I know that in eras past they would hurl the bodies and heads of slain enemies into the opponents castlewalls/drinkingwells, but this is way more brutal. Send a lone, um, "volunteer" to a V-rocket unit.... awesome!
That's a weird idea too, how can a V-rocket with 20 Exp do less damage than a 40 Exp V-rocket unit? But that's the way it is.


Regard it as experiance of the engineers that prepare the start of the V-rocket, that makes it more effective as the target is hit with higher precision.

At the end of the war German air force made experiments with bombes that got a pilot, who should jump off shortly before the rocket hits the target. And fighters were developped that should collide with the large US bombers instead of using using machine guns to fire at the bombers. The pilots were told they should jump off before the collision, but it was expected thatr losses of pilots were about 80 percent or higher. There had even been some volunteers who did it.




Grymme -> RE: Some formations tricks (10/31/2011 8:30:07 AM)

Base personell?

I actually sometimes put some rifles in air units if they will be stationed somewhere indefinetly. Or air units in rifle units depending on how you see it. If you have a coastal city and want a garrison and a fighter or two to search the sea for invaders there is no need for two units. So you save a PP by having just one unit.




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