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?
Having your corp or army recover cohesion as quickly as possible is important and can keep it on the move in good shape and save it from disaster. Even just marching over bad terrain or in poor weather can wear you troops down and leave you in a lurch right when you need them. What could be more important than that? other than supply?