loki100 -> RE: Some questions (11/12/2014 6:49:46 PM)
|
quote:
ORIGINAL: GI_Tom Thanks for info. My question regarding refit/reserve was more as follows: Does marking a unit as "Reserve" prioritize it inbetween refit and normal replacements, or does reserve for status not impact replacements/refit. Will research further on SU's in forums. Lots of info, was hoping there was an accepted community manual, etc. Hi, as far as I know, reserve = normal for refit priority. The only advantage is accidental, in that they are, by definition, not in contact with the enemy so may gain some more refits on that basis. As to SUs, here's my view (but remember I mostly play the Soviets). a) Combat engineers do 2 useful things. They improve the speed you build things and they help reduce enemy fortifications b) other engineers, basically build/re-build rails, so get them into your army groups so they can cover a lot of ground c) artillery causes disruption rather than direct losses (& also, the bigger guns flatten fortifications). Disruptions are good as the combat engine works on a range approach, so if your long range artillery disrupts an enemy squad, it doesn't fight when the close combat phase begins (note this is also the main benefit of pre-attack ground attack by aircraft) d) AT increases kills on enemy tanks, AA seriously increases kills on enemy aircraft e) Tank and SP units are good as they add specialists to key formations. Your Stugs will give some armour to sectors where infantry dominates. So some have a direft effect - they kill things (AA/AT/Tank/SP); some indirect - they disrupt things (basically artillery) and some build or knock things over.
|
|
|
|