Battle Groups

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Twotribes
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Battle Groups

Post by Twotribes »

I still do not understand how to make them.
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Soar_Slitherine
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RE: Battle Groups

Post by Soar_Slitherine »

It's the "Transfer/BG" button in the right-side panel. There's an option to transfer troops into a new battlegroup instead of an existing unit.
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Twotribes
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RE: Battle Groups

Post by Twotribes »

So you need a couple units in same hex?
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Soar_Slitherine
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RE: Battle Groups

Post by Soar_Slitherine »

No, just one. You click 'Transfer/BG' while you have the unit that has the troops you want to include in the battlegroup selected, and then click 'New Battlegroup [2 pp]' in the target unit list.
demiare
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RE: Battle Groups

Post by demiare »

AFAIK battlegroup will receive a penalty in combat. Or at least it happened around release (1.0) version - that's why I never ever tried to make them again :)
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W8taminute
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RE: Battle Groups

Post by W8taminute »

ORIGINAL: demiare

AFAIK battlegroup will receive a penalty in combat. Or at least it happened around release (1.0) version - that's why I never ever tried to make them again :)

How much of a penalty is the question however?

There has to be a reason and an application for BattleGroups to be included in the game other than dump a bunch of units together and get penalized but gain no significant advantage.
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DTurtle
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RE: Battle Groups

Post by DTurtle »

3.8.1.10. TRANSFER / BATTLEGROUP
An order for advanced players. It allows you to form Battlegroups from
Regular Units as well as transferring Troops from one Regular Unit to
another in the same Hex.
Keep in mind that Battlegroups might provide flexibility, but also come at
some costs. Notably non-GR troops in Battlegroups suffer a -15% on their
attack value.

Keep in mind that Battlegroups might provide flexibility, but also come at
some costs.
Clux used them to some effect to create mechanized towed AT gun units.
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Clux
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RE: Battle Groups

Post by Clux »

As Turtle said, Battlegroups are useful in some situations, you can make good combos like buggies + motorcycle infantry + mechanized artillery, or AT guns with APCs (So they get better movement and cover while receiving fire), but they have the -15% penalty and if they make a panic retreat they disband the formation. They're most useful as using them as a complement for OHQs, so they receive the bonuses from being in one and the panic retreat its less likely to happen
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