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MasterMoose

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Mar 9, 2017
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Hello Everyone,

First, I would like to emphasize that I enjoy the command feature that Eugen added in the game. It adds a different flavor than wargames of past and is a unique way to easily upvet units on the field.

With that said, I have a few questions and/or potential concerns. In order to even address a potential concern, I need to first determine how dramatic the effect command units have on units. Does anyone know with specificity, or even generally, the difference between a no star, one star, and two star unit in terms of accuracy, rof, suppression resistance, etc.?

I ask this in order to better analyze the cost effectivness and availability of command units. On initial impression, it seems rather affordable to "spam" commands across the front with a pretty dramatic effect in terms of unit performance boost.

Thus, is the intention to make command units readily available and affordable, therefore, the result being that you should always have a command with units? Or should the command be a rarer unit designed to boost a targeted troop front?

Thanks for your feedback everyone.

Master Moose
 

The Soldier

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Oct 25, 2015
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With that said, I have a few questions and/or potential concerns. In order to even address a potential concern, I need to first determine how dramatic the effect command units have on units. Does anyone know with specificity, or even generally, the difference between a no star, one star, and two star unit in terms of accuracy, rof, suppression resistance, etc.?
I believe it gives a +15% buff to pretty much everything for each level of Veterancy. Someone else can give more precise numbers, but that's what I've been hearing everywhere. Also; Leader units are unaffected by the auras of other Leader units. The Veterancy level of the Leader unit is what determines the size of the aura.

Leader squads also usually come with some special ability or vehicle (minus the lonely Grenadier Fuhrer). The 3rd Armored Armored Leader gets an M3A1 Halftrack with a .50 cal (the regular Armored Rifles get M3 Halftracks with .30 cals). the Engineer Leader gets TNT and a Ford GPA that can cross water, the 15th Scotts Rifle Leader gets a PIAT, the 12th SS Panzer's Panzer Grenadier Fuhrer can be deployed cheaply or with a halftrack depending on what card you take, and the Pioneer Fuhrer gets smoke grenades and rides in on an awesome support halftrack with a stubby 75mm gun and a pair of MG42s. The 91. Luftlande gets the Fallschirmjager Fuhrer, who comes with semi-automatic rifles, is Vet 2, and gets anti-tank grenades - a damn frightening foe to be reckoned with. They also get a cheap Pioneer Fuhrer, same as the one from the 12th SS Panzer but riding in on a Kublewagon and vastly cheaper.
 

CyberianK

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Jan 17, 2014
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That 15 point pioneer leader is awesome.
The big cost is of some commanders and them costing a card is an issue though. Sometimes you want to use many small detachments of troops and then you need to buy each of them a leader which I usually don't do only key forces get one. I would use that support vehicle that has command for 30 points especially to give command to backrow units like AA/AT/Arty where its very effective but that slot is almost a waste as theres only 2 of them in there. But I guess thats the thing infantry divs get cheaper commanders and more slots for them while armored have to make compromises but then theres the early command tanks of course too.