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PG2: Best Leader Abilities?

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Chris Haltiner

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Nov 7, 1997, 3:00:00 AM11/7/97
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I've been wondering what other PG2 players consider the best leader
abilities. Since the readme is sparse on exact effects of some abilities, I
was curious if other players have found certain abilities that stand out
regardless of what the readme description indicates.

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

Mark L. Short

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Nov 7, 1997, 3:00:00 AM11/7/97
to Chris Haltiner

Chris Haltiner wrote:

> 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

Winston Weidak Shu

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Nov 10, 1997, 3:00:00 AM11/10/97
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Chris Haltiner (c...@airmail.net) wrote:
: RCN-Elite Recon Veteran: 3

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


Ståle Sannerud

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Nov 18, 1997, 3:00:00 AM11/18/97
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> : 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.

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!)


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