chrisdk -> RE: grouping questions (5/16/2012 12:08:48 PM)
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To the first bit: I mostly use group moves. Since the implementation is a bit different from the board game I only group units of equal AP Value and who all want to do a move that costs the same. I then give the whole Group 1 Cap to finance the group move. This will often allow you to bring a large formation closer towards the enemy and with a few CAPs you can bring the group close enough to the enemy line that you can then start splitting it up and assault their seperate targets. Apart from that I use group moves mostly to rush positions, since he can only ever react to one of the multiple units moving you can be pretty certain that some of the units make it to short range and get a shot off. I mostly only use Groupfire if I have to take out a unit with this one shot, because I expect pretty big return fire (like the KV2 in it's scenario). If you have time to spare it will usually make more sense to take the shots seperately. The only times I do gladly use it, if goign with the group fire takes me from needing to roll an 8 to a 7 or to a 6. Here the extra chance is actually worth it. Another interesting area is, when it would take you to a 3 or a 2 required, since then you get that increase of chance on the outright elimination of the unit. As to your "bug": i am not sure, if it has been implemented this way in the computer game, but supporting units in a group fire have to have the target in normal range and not in long range. Maybe the target was outside regular range and hence even when selecting the group it did not give you the extra FP.
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