My personal ratings from 1 to 5 (1 = worthless, 5 = excellent). A question
mark indicates that the exact QUANTITATIVE effect is unknown, therefore
evaluating the ability is difficult--any input or feedback is appreciated.
Class Ability
AD-Mechanized Veteran: 4
AT-Tank Killer: 5 (makes your ATs equal tanks)
ATY-Marksman: 5
FTR-Skilled Interceptor: 3
INF-Tenacious Defense: 2 (nothing that arty support fire couldn't do
better)
RCN-Elite Recon Veteran: 3
TB-Skilled Assault: 1 (only a klutz kommander needs this...)
TK-Aggressive Maneuver: 1 (big deal)
Random Ability
Aggressive Attack: 3
Aggressive Maneuver: 1 (big deal)
All Weather Combat: 4
Alpine Training: 2
Battlefield Intelligence: 1 (only a klutz kommander needs this...)
Bridging: 3
Combat Support: ?
Determined Defense: 2
Devastating Fire: 5 (finish anything off)
Ferocious Defense: 3
Fire Discipline: 4 for arty, 2 otherwise
First Strike: Anyone know the exact effect
especially for fighters who are already get first strike if they win
initiative?
Forest Camouflage: 1
Infiltration Tactics: 3 (arty and tactical bombers can give
you the same effect)
Influence: ?
Liberator: 1 (since I believe it only gives you
more during the battle but does not effect the net prestige at the end)
Overwatch: ?
Overwhelming Attack: 5
Reconnaissance Movement: 2
Resilience: 4
Shock Tactics: 4
Skilled Ground Attack: ?
Skilled Reconnaissance: 2
Street Fighter: 3
Superior Maneuver: 5 (get those enemy arty from behind the
lines)
Chris Haltiner
c...@airmail.net
> Class Ability
> AD-Mechanized Veteran: 4
I would've rated this one a 5! Moving AD and then firing is
something I missed from PG.
> AT-Tank Killer: 5 (makes your ATs equal tanks)
Not quite, still don't get overrun.
> ATY-Marksman: 5
> FTR-Skilled Interceptor: 3
> INF-Tenacious Defense: 2 (nothing that arty support fire couldn't do
> better)
> RCN-Elite Recon Veteran: 3
> TB-Skilled Assault: 1 (only a klutz kommander needs this...)
I thought this was dissappointing as well.
> TK-Aggressive Maneuver: 1 (big deal)
>
> Random Ability
> Aggressive Attack: 3
> Aggressive Maneuver: 1 (big deal)
> All Weather Combat: 4
This is especially great for TBs!
> Alpine Training: 2
> Battlefield Intelligence: 1 (only a klutz kommander needs this...)
> Bridging: 3
> Combat Support: ?
> Determined Defense: 2
> Devastating Fire: 5 (finish anything off)
> Ferocious Defense: 3
> Fire Discipline: 4 for arty, 2 otherwise
> First Strike: Anyone know the exact effect
> especially for fighters who are already get first strike if they win
> initiative?
> Forest Camouflage: 1
> Infiltration Tactics: 3 (arty and tactical bombers can give
> you the same effect)
> Influence: ?
> Liberator: 1 (since I believe it only gives you
> more during the battle but does not effect the net prestige at the end)
I don't know how it effects the end prestige, but I thought it was:
New Total Prestige = Current Total + End of Scenario Bonus.
Anyway, I had a Tank with it and I used him quite alot to take
major cities. I want to say it doubled the prestige I got from
taking a location. In one scenario I was playing, Major Cities
was worth 80 prestige and when this Tank took a location I got
160 prestige! It was well worth the effort. Wish I would have
had a recon with it though.
> Overwatch: ?
> Overwhelming Attack: 5
> Reconnaissance Movement: 2
I had a Ftr with this and it was Great! He could scout
all over the place and then move back in to protect a TB
or ground troops.
Also had a Tank with this and he was able to 'ooze' through
ZOC one hex at a time.
> Resilience: 4
> Shock Tactics: 4
I didn't care for this ability. Seems only usefull if you don't plan
on taking out a unit you attack. Usually when I attack a unit I keep
throwing on more firepower until it's dead.
> Skilled Ground Attack: ?
> Skilled Reconnaissance: 2
> Street Fighter: 3
> Superior Maneuver: 5 (get those enemy arty from behind the
> lines)
>
Mark L. Short
I'd actually give this a 4 or 5 - I generally have at least two recon
units, one scouting ahead of each spearhead, and the farther they can see
the better.
: Influence: ?
This is *very* useful for expensive unit classes. I have no idea what this
would do for infantry, or anti-aircraft, or recon units, but getting a
Me262 or KingTiger for half-price is awesome. I give this a 4 - not a 5
because there are more valuable abilities.
: Overwatch: ?
I cannot begin to tell you how much this ability kicks ass in AT or tank
units with range 2. Anything, *anything* that moves within range of your
overwatch unit gets 1) surprised, and 2) the snot kicked out of it. 5,
definitely a 5.
: Reconnaissance Movement: 2
I definitely think this ability rates much higher than a 2. This way, you
can move second echelon attack units up to hit an entrenched unit and then
flee when it inevitably gets shredded. I give this a 4.
Winston
Hear, hear! You haven't really seen ass truly kicked until you see what a
15-strength King Tiger with this ability can do to those American
super-heavies at Savannah! Saved my day, it did...
--
Ståle Sannerud
ssta...@online.no
(remove the capitals to get the email address - I get enough spam as it
is!)