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Special abilities ? - 11/22/2019 1:28:51 AM   
scout1


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I've seen past posts about providing select units special abilities … Just what is this and how are they assigned ?
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RE: Special abilities ? - 11/22/2019 3:15:34 AM   
Twotribes


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You earn points each turn when you have at least 100 when you click on a ground unit there is a line in the window that allows you to make it specialized you click on that and it lists the options with a tool tip if you hover over each choice.

(in reply to scout1)
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RE: Special abilities ? - 11/22/2019 9:35:57 PM   
scout1


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From: South Bend, In
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quote:

ORIGINAL: Twotribes

You earn points each turn when you have at least 100 when you click on a ground unit there is a line in the window that allows you to make it specialized you click on that and it lists the options with a tool tip if you hover over each choice.


Where or how do I know if I have 100 or more … or specifically how many I do have ?

(in reply to Twotribes)
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RE: Special abilities ? - 11/22/2019 10:26:47 PM   
tyronec


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It shows up when you select a ground unit.

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RE: Special abilities ? - 11/22/2019 11:28:33 PM   
Twotribes


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From: Jacksonville NC
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It shows in production screen as I recall and it will give you the clicky on a ground unit if you have 100 or more.

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RE: Special abilities ? - 12/23/2019 3:04:12 AM   
jjdenver

 

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How would you rank special abilities for overall advantage for tank and mech units?
Like this? Or differently?
1) Elite
2) Engineer
3) Heavy Artillery
4) Tank Destroyer
5) Infiltrator
6) Winter Combat

Would the ranking change for infantry unit types?

(in reply to Twotribes)
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RE: Special abilities ? - 12/23/2019 3:47:40 AM   
Journier

 

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quote:

ORIGINAL: jjdenver

How would you rank special abilities for overall advantage for tank and mech units?
Like this? Or differently?
1) Elite
2) Engineer
3) Heavy Artillery
4) Tank Destroyer
5) Infiltrator
6) Winter Combat

Would the ranking change for infantry unit types?


i personally almost never use winter combat, small bonus for less than 5 months of game time.

Elite gives you that 10% bonus all game, its my goto, or heavy artillery and engineer if I gotta start crossing heavily entrenched rivers soon.



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RE: Special abilities ? - 12/24/2019 11:14:24 AM   
jjdenver

 

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Does the 10% exp cap out and become useless? What I mean is let's say I have an armor corp that gets to 93% exp on its' own then I apply elite - will exp go to 103% or cap out at 100%? I would guess that in Russia the German armor corps can get to 100% without elite?

(in reply to Journier)
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RE: Special abilities ? - 12/24/2019 12:04:40 PM   
Cohen_slith

 

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You're very wrong if you expect troops to get experienced above 80 maybe 85 without Elite; and that is most rare - for Germany.
Each hit you take will bring in replacements at best at 70 experience so the more troops fight, the more they wear down too. While it is normal to get to 71-75 range, above begins to get a struggle. Especially as you can also get hits when you attack at 10:1.

I find the Elite business very precious but I do not disdain the Anti-Tank one either.

The others are just situational. Sure, an Engineer or a Heavy Artillery are nice to have around, but they're pratically 'attack only' specs. The Winter one is pratically garbage.
The Infiltrator is so subtle that I cannot really feel it - and without awareness of the combat table and its potential results it's just 'uh what? 5% more retreat? But what's my base % of retreat? It can be 2%, it can be 50% ..."

So the way of thinking is to simply pump what you can humanely see - combat factors. That is why Elite is so appreciated around.

Also Elite ramps up with your tech (that 10% Experience will be felt more on a '45 unit than a '39 one in proportion), whereas your 2 Anti-Tank factors are flat bonus through time (And usually I'd say, they may do well enough for Italians, French, and the like).

(in reply to jjdenver)
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RE: Special abilities ? - 12/24/2019 12:21:17 PM   
Journier

 

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quote:

ORIGINAL: Cohen_slith
The Infiltrator is so subtle that I cannot really feel it - and without awareness of the combat table and its potential results it's just 'uh what? 5% more retreat? But what's my base % of retreat? It can be 2%, it can be 50% ..."

So the way of thinking is to simply pump what you can humanely see - combat factors. That is why Elite is so appreciated around.

Also Elite ramps up with your tech (that 10% Experience will be felt more on a '45 unit than a '39 one in proportion), whereas your 2 Anti-Tank factors are flat bonus through time (And usually I'd say, they may do well enough for Italians, French, and the like).


Elite is the go to. 1945 tech + elite, is a pretty good attack and defense modifier. IIRC we should see if alvaro has any interest in adjusting the winter one, to maybe make the unit lose less winter combat efficiency as well. then id keep it for sure.

(in reply to Cohen_slith)
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RE: Special abilities ? - 3/12/2020 7:22:25 AM   
RPKUPK

 

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I'd like to see MULTIPLE bestowings on individual units, not capped out by one per unit per game.
I'd like to see air units subject to receiving special abilities.

(in reply to Journier)
Post #: 11
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