Q-Ball wrote:There are several interesting choices for support units to build, and with a little playing under the belt, I am curious what the most economical use is of the various units. Can experienced players comment on how they use them, and whether they are worth the cost to build? I am thinking of:
HQ UNITS: Expensive, but are basically a Hospital and Signal Co. in one. One with large and important Corps seems like a good use.
SIGNAL CO: All it does is expand the units you can command.....but I wonder if its a waste. The largest Corps may have an HQ unit anyway, and after that, I rarely run out of command points in a Corps as it is.
ENGINEER: Handy if you plan a defensive campaign, yes?
PONTOONS: Really handy in certain theaters, particularly Virginia, where there are rivers everywhere. They can help in sieges too.......is that correct?
BALOONS: See Signal co.......
HOSPITAL: Good unit for a large body of troops that's going to be in combat...worth it
NAVAL ENGINEERS: Waste of money, don't build
Can others comment, and let me know if I am on the right track on these? Not sure I am or not.
My take, based on experience and reading other well informed posters:
HQ UNITS: Expensive, but are basically a Hospital and Signal Co. in one. One with large and important Corps seems like a good use.
Inexact. AFAICS, you want these with Army Leaders. These are actually a game changer, not immense, but they do change how I'm looking at the Command tar baby. They deserve their own thread, just about. They change the game 'cuz you can have Armies created 'free' (and Divs - which means, that Corps always having been 'free', that past Mar62, you can have Corps crawlin' everywhere, subject to your number of TwoStars available). Now, what you do is put HQSpprt with your better Army Leaders and you have a Training and R&R center to support your (hopefully) co-ordinated campaign conducted by your several Corps (howzat fer alliteration, huh?). Not only that, now the Army Leader's Abilities are goosed - as if Grant, Lee, Sherman, Jackson, Longstreet needed
more help. Or, put 'em with Rosecrans and AS Johnston if you wish, to try to give 'em a leg up. In AACW, it was not uncommon to put a few Support Units (or more) to an Army stack (although I had come around to putting them more in my Corps, for reasons implied above). Now, I would say, putting much other than HQSpprt with an Army Leader stack is either overkill or a waste or both - in general (ha ha). YMMV & there are exceptions. To sum, I say put the single Support Units in Corps.
SIGNAL CO: All it does is expand the units you can command.....but I wonder if its a waste. The largest Corps may have an HQ unit anyway, and after that, I rarely run out of command points in a Corps as it is.
Increases Abilities & CP, what's not to like? Stuff these puppies in every Corps.
ENGINEER: Handy if you plan a defensive campaign, yes?
Wait 'til you've just taken Nashville after a hard campaign and have had AS Johnston come howling outta the hills with 675 PWR and trash Thomas and sent him packin' & bleedin'. Think a quicker entrenchment cudda helped? Don't let your Corps leave home widdout 'em.
PONTOONS: Really handy in certain theaters, particularly Virginia, where there are rivers everywhere. They can help in sieges too.......is that correct?
New - no comment. other than I luv 'em. I've seen some crossings at light speed.
BALOONS: See Signal co.......
Similar, not the same. Balloons are good for Detection; SigCo better at CP/Abilities combo. I could be overlooking something, but I usually build Sigs and skip the Balloons. YMMV.
HOSPITAL: Good unit for a large body of troops that's going to be in combat...worth it
+100
NAVAL ENGINEERS: Waste of money, don't build
Mebbe the CSA. Never built one.
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In short, use Support Units with Corps, be selective and effective with HQSpprt.
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