gradenko2k
Posts: 935
Joined: 12/27/2010 Status: offline
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1) Fortified Zones - right now these are either marginally useful, or completely useless, depending on personal taste. Their primary use is to begin building forts somewhere immediately, and to maintain those forts when your real combat units leave, but they can sap manpower from units that could otherwise be used for reinforcements, and you need to disband them when combat is imminent because they'll always surrender when they lose, which loses the manpower and armaments forever. Next patch, they might become more significant, since they'll be the only way to construct level 4 forts outside of cities. 2) HQ Build Up - These are mostly for the Axis, and mostly for 1941, since it lets you keep the offensive rolling just that much farther. Later on, neither the Germans nor the Soviets will really make supply-line-outrunning gains that will require its use. 3) Range limiter for air commitment to Air Bases - I've never used this myself 4) Merging of units - as the Germans, you'll sometimes want to split up your units into Regiments to cover more frontage, though the window is rather small, as by the time your lines are long enough to keep the extra units, you'd also be facing Soviet units strong enough to beat your regiments regularly. As the Soviets, this is rather critical, as merging Divisons/Brigades into Corps is critical to transforming the Red Army into an offensive weapon. 5) Air Transfer - I've never used this myself 6) Air Drop (of unit, I have used Air Drop of Supplies and Fuel) - I've never used this myself 7) Naval Transport - I've never used this myself 8) Amphibious Assault - I've never used this myself, although this is a key part of the Riga Gambit (might be going away next patch) and can be useful for the Soviets in AGS by distracting the Germans via landings along the Black Sea coast. 9) Bomb City - this was supposedly overpowered on part of the Germans by allowing them to take out unhistorically large numbers of Soviet industry, but I don't know if it's been adjusted since release. 10) Toggle to Night Mission - I've only ever used this as the Soviets, who need transports in VVS airbases to be set to Night Missions to drop supplies to Partisans. 11) Motorize a non-motorized unit - I've never used this myself 12) Attached/Detached support to a Location (i.e., AA to a city) - I've never used this myself, although supposedly it's a way to help against the hordes of Soviet aircraft attacking Axis airbases. 13) Relocated an HQ - I've only ever used this as the Soviets to save HQs that were in danger of getting cut-off. 14) Switch a Fighter Bomber mission mode (figher/Bomber) - I've never used this myself 15) Switch an aircraft to/from Night missions - same as #10 16) Changed allowed replacements/upgrades of units - I've never used this myself, the only adjustments I do with regards to replacements is TOE percentages and Normal/Refit/Reserve mode. 17) Look at a city detail window - I've never used this myself 18) Returned a construction unit to its HQ - I've never used this myself. If you manage your SUs and SU-locking correctly, you should never have stray SUs anyway. 19) Conducted an "Air Superiority" Mission (as described in the manual) - I've never used this myself. I *have* attacked airbases, but never with pure fighters the way the manual describes. 20) Played by email - I've never used this myself ;)
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