staff council and battalions with attachments - do they reinforce properly? (Full Version)

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misterprimus -> staff council and battalions with attachments - do they reinforce properly? (7/31/2021 8:05:52 PM)

If I make a custom battalion with my staff council, like attaching to an MG group some units of AT guns (to make them defend vs. infantry AND tanks), do they reinforce properly? Meaning if it loses 1 set of MG infantry and 1 set of AT guns, do I just build those in the repl. troops screen and they should flow via my logistics to the unit like it's an ordinary battalion?

That said, what's a good line of defense for holding a frontline?




zgrssd -> RE: staff council and battalions with attachments - do they reinforce properly? (7/31/2021 10:05:25 PM)

They should reinforce normally. But the betas have fixed a few bugs with this, so it depends which gameversion this savegame was created in and is running in.

Infantry is a pretty good defensive baseline. Especially if you allow it to entrench.
MG gives plenty of anti-soft defense. There is a saying: "What is the hardest thing in Shadow Empires? A group of MG's in the mountain."

The AT gun however is more of a stopgap to get some decent RPG's.
The AT guns ways of doing penetration is firing a hard projectile really, really fast. That is the way we have been doing it in both World Wars.
But Hollow charge weapons make projectile speed entirely unessesary, only the warhead yield maters. Which is what we are putting into the RPG units. And even modern AP shells. The High-Velocity AT gun is dead since the cold war.




misterprimus -> RE: staff council and battalions with attachments - do they reinforce properly? (7/31/2021 10:29:31 PM)


quote:

ORIGINAL: zgrssd

They should reinforce normally. But the betas have fixed a few bugs with this, so it depends which gameversion this savegame was created in and is running in.

Infantry is a pretty good defensive baseline. Especially if you allow it to entrench.
MG gives plenty of anti-soft defense. There is a saying: "What is the hardest thing in Shadow Empires? A group of MG's in the mountain."

The AT gun however is more of a stopgap to get some decent RPG's.
The AT guns ways of doing penetration is firing a hard projectile really, really fast. That is the way we have been doing it in both World Wars.
But Hollow charge weapons make projectile speed entirely unessesary, only the warhead yield maters. Which is what we are putting into the RPG units. And even modern AP shells. The High-Velocity AT gun is dead since the cold war.

Do Flak guns work against tanks as well like they did in WW2?




Soar_Slitherine -> RE: staff council and battalions with attachments - do they reinforce properly? (7/31/2021 11:49:36 PM)

No. Their hard attack scores are fairly low, and they consume ammo at a completely insane rate even in ground combat.




zgrssd -> RE: staff council and battalions with attachments - do they reinforce properly? (8/1/2021 2:23:29 AM)


quote:

ORIGINAL: misterprimus


quote:

ORIGINAL: zgrssd

They should reinforce normally. But the betas have fixed a few bugs with this, so it depends which gameversion this savegame was created in and is running in.

Infantry is a pretty good defensive baseline. Especially if you allow it to entrench.
MG gives plenty of anti-soft defense. There is a saying: "What is the hardest thing in Shadow Empires? A group of MG's in the mountain."

The AT gun however is more of a stopgap to get some decent RPG's.
The AT guns ways of doing penetration is firing a hard projectile really, really fast. That is the way we have been doing it in both World Wars.
But Hollow charge weapons make projectile speed entirely unessesary, only the warhead yield maters. Which is what we are putting into the RPG units. And even modern AP shells. The High-Velocity AT gun is dead since the cold war.

Do Flak guns work against tanks as well like they did in WW2?

The 88 was a exception. Starting with it being given bunker-buster ammunition.
Smaler Flak guns could only realy fight armored cars or realy light tanks and were more comparable to a Machinegun then a AT gun in that use.

In the game MG gives some abilit to shoot low flying aircraft attacking the hex.
The advantage of Flak is that it has 1 AA Range, so it can defend adjacent hexes.

The Manpad is same hex, but increasing ability to hit high fliers.
Sam can hit high+low and in a considerable range.




phyroks -> RE: staff council and battalions with attachments - do they reinforce properly? (8/24/2021 6:52:32 AM)


quote:

ORIGINAL: zgrssd


quote:

ORIGINAL: misterprimus


quote:

ORIGINAL: zgrssd

They should reinforce normally. But the betas have fixed a few bugs with this, so it depends which gameversion this savegame was created in and is running in.

Infantry is a pretty good defensive baseline. Especially if you allow it to entrench.
MG gives plenty of anti-soft defense. There is a saying: "What is the hardest thing in Shadow Empires? A group of MG's in the mountain."

The AT gun however is more of a stopgap to get some decent RPG's.
The AT guns ways of doing penetration is firing a hard projectile really, really fast. That is the way we have been doing it in both World Wars.
But Hollow charge weapons make projectile speed entirely unessesary, only the warhead yield maters. Which is what we are putting into the RPG units. And even modern AP shells. The High-Velocity AT gun is dead since the cold war.

Do Flak guns work against tanks as well like they did in WW2?

The 88 was a exception. Starting with it being given bunker-buster ammunition.
Smaler Flak guns could only realy fight armored cars or realy light tanks and were more comparable to a Machinegun then a AT gun in that use.

In the game MG gives some abilit to shoot low flying aircraft attacking the hex.
The advantage of Flak is that it has 1 AA Range, so it can defend adjacent hexes.

The Manpad is same hex, but increasing ability to hit high fliers.
Sam can hit high+low and in a considerable range.

Stay away from flak guns for ground purposes, they were on paper (in game) ok choice if you wanted something with soft+hard attack but their ammo consumption for shooting is more or less insane as ammo production costs usually could supply you with entirely new AT or arty unit, not to mention hauling that much ammo killing your logistics.

If you want to make large unit you should start customization from something with high max unit count (like pure infantry or Heavy MG as the highest stack number is your custom limit too, units like heavy grenadiers have lower max cap as their start with smaller amount on all units). If you know you have just few tanks incoming and terrain is good for defending you can prob just go with inf+mg+rpg (this seems to work most often), if having arty slow you down does not matter too much and you are facing lot of enemies inf+mg+AT+ART.






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