Engineers, Balloons, etc.
Posted: Wed Aug 25, 2010 4:49 pm
After hunting around and reading, I am at a small loss to explain the purposes and effects of certain special units. Maybe this will get stickied, maybe not. Nonetheless, here's a quick take (bear in mind I have played Union 99.999% of the time - someday I'm gonna 'Reb up' and put my cannons where my mouth is).
* Engineers - speed up entenching and RR repair. -- I'm on the strategic offensive, per Patton to his men, I'm not interested in holding anything. RR repair - I'll send Beetle Bailey to fix the rails; a little tardiness doesn't seem to affect my overall war progress. For me, so far, not very useful.
* Naval Engineers - speed up shipyard work and repairs therein. Useful, but limited to a few "spots', plus I get 'em for free anyway, placed in the obvious places.
* Medical - speed up recovery (i. e., it heals things faster). Only affects the stack it is in. Why bother? Yeah, I'll keep Grant in medical whisky (sorry, US, I know it's a canard). Would be a bit more useful if it healed all units in the Region.
* Balloons - improve intelligence for the stack/commander. Useful and relatively cheap. This is a good one.
* Signal Corps - helps with Command and Control (I think & suppose). Not a big bang for yer buck, methinks, as far as the actual improvement.
* Marines (Sailors) - USMC yes, but why build a Sailor instead of a Marine?
Comments? Jokes? Clarifications? How do you guys use 'em?
* Engineers - speed up entenching and RR repair. -- I'm on the strategic offensive, per Patton to his men, I'm not interested in holding anything. RR repair - I'll send Beetle Bailey to fix the rails; a little tardiness doesn't seem to affect my overall war progress. For me, so far, not very useful.
* Naval Engineers - speed up shipyard work and repairs therein. Useful, but limited to a few "spots', plus I get 'em for free anyway, placed in the obvious places.
* Medical - speed up recovery (i. e., it heals things faster). Only affects the stack it is in. Why bother? Yeah, I'll keep Grant in medical whisky (sorry, US, I know it's a canard). Would be a bit more useful if it healed all units in the Region.
* Balloons - improve intelligence for the stack/commander. Useful and relatively cheap. This is a good one.
* Signal Corps - helps with Command and Control (I think & suppose). Not a big bang for yer buck, methinks, as far as the actual improvement.
* Marines (Sailors) - USMC yes, but why build a Sailor instead of a Marine?
Comments? Jokes? Clarifications? How do you guys use 'em?