Has anyone rated the Admiral, General, and Field Marshal traits from best to worst?

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Harin

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Has anyone rated the Admiral, General, and Field Marshal traits from best to worst? At the least could you tell me what traits are important to you? Thanks.
 
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Cavalry

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To play the Weak vs the Strong, it is easy for me to choose.
Use the higest level general for FM to get the most traits, then Defensive Doctrine, Charismatic, Organizer in this order. If I use Mass Assault-Right, then Charismatic and Organizer can later be replace with some others. The other traits for FM is mostly FM traits, the few exception is guerilla fighter + 50% entrenchment speed and Adaptable Terrain.

For navy, there is a big number of Superior Tactician in the world and it also lead to Visibility reduce traits (that reduce incoming hit chance). I suggest navy testing should use admiral with Superior tactician
 
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SophieX

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For me and my generals:
( I always use armies only consisting of divisions with fully equal templates; 1 theater only for tanks ( and mobiles ), 1 theater only for special-forces and the other theaters have only infantry-armies.)
Ok; any trait, that gives a buff to my forces is welcome, but there are still some traits which I prefer most:

- For paratroopers and marines the most important trait is "commando" ( supply )
- For tank-armies it should be a general with trickster in order to get "expert_improviser" ( speed! )
- For sub-fleets "seawolf"
second priority: any traits buffing "logistic"


Fieldmarhal:
offensive_doctrine ( If you have any doubts, attack - Tenant of the Prussian war-academy )
second priority: any traits buffing "logistic"

I have no use for any traits that only buffs "planning-things" because I micro everything.
 
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Since the infantry expert line of traits shows up so often in my generals, I have to ask, are the infantry attack and defense traits any good?

Yes. I consider them fine traits for Soviet generals leading infantry armies.

I mean, there are other nice traits, but most majors will have at least one big army group of infantry divisions, so you want infantry experts leading those.

It may not seem like a lot, but the boost to firepower from Infantry Expert and the defense boost from Infantry Leader are helpful and never really go out of style.
 
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SophieX

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Common traits, like "brilliant strategist" raises the Generals skill by one point. ( in this ex. attack + planning )

Corps_commander_traits: raises the stats of his "battalions" ~ 10%-15%. it is not much, but during a long war the summary of gainable and assignable traits is quiet remarkable; and there are many traits that affects 2 or even more stats.

In general: Infantry traits ( attack + defense ) are a good "help"
 
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Harin

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Thanks guys. instinctively the infantry traits seemed at least ok and even better than ok, but since I keep getting surprised on the inner workings of combat, I had to ask.
 
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Thanks guys. instinctively the infantry traits seemed at least ok and even better than ok, but since I keep getting surprised on the inner workings of combat, I had to ask.

You should ask. It's not always clear. :)
 

Kryndude

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For FM:
Supply use reduction.
Any inherent trait related ones. (If none then both recovery + reinforce rate)
The one that increases army slots to 7.
Recovery rate for offensive FMs, Reinforce rate for defensive ones.

Not sure if Adaptable counts towards acquirable trait limit.
 
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Simon_9732495

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I farm/choose them this way:

Infantry General:
  1. Infantry Leader
Tank General:
  1. Panzer Leader
  2. Adaptable (which I almost never get)
  3. Improvisation Expert (for Makeshift Bridges)
  4. Ranger (+10% Attack in Forest)
Infantry Field Marshal:
  1. Logistics Wizard
  2. Defensive Doctrine
  3. Charismatic (Recovery rate +10%)
Tank Field Marshal
  1. Logistics Wizard
  2. Panzer Leader
  3. Aggressive Assaulter
  4. Offensive Doctrine
  5. Charismatic (Recovery rate +10%)
 
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pheonicia

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I'd say organizer is strictly better than charismatic in every situation. Charismatic is still very good, but organizer is just better.

Edit: sorry, not organizer but rather the organization first trait. The one that gives 2% reinforce and is available immediately like charismatic.
 
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cursorhiker

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Naval: best trait in the game, hands down, is Concealment Expert. The rest are somewhat take-or-leave (Superior Tactician is probably the second best), with Bold being the best non-gainable trait.
Land: Adaptable, once again fairly hands down. For FMs a toss up between Offensive Doctrine and Logistics Wizard.
 
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SophieX

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Naval: best trait in the game, hands down, is Concealment Expert.

I modified this trait, only working for subs, because a sub on surface can march with partially flooded diving tanks, reducing the surface-silhouette.
I can't imagine how to make a surface-fleet less visible.
 
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Simon_9732495

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For FMs a toss up between Offensive Doctrine and Logistics Wizard.
Why Offensive Doctrine?

If I have a FM and can pick 3 out of the 5
  1. Logistics Wizard,
  2. Offensive Doctrine,
  3. Aggressive Assaulter,
  4. Organization First or
  5. Charismatic,
I pick Logistics Wizard and am a bit lost for the other 2. I pick Offensive Doctrine and Aggressive Assaulter but can not really tell why.
 
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I was just wondering the same thing Harin.
Folks can grab this mod to do some easy testing for themselves: https://steamcommunity.com/sharedfiles/filedetails/?id=1328569412

First, I wish PDX would consolidate the Leaders management system. Army/Navy/AF all in one standard window based on the current Army one. If I want an AF Ace to lead my Panzers in Barbarossa, I want the option. :rolleyes:

Admirals: I agree that having a Bold Background is an excellent choice to build on. Sea Wolf - Lancer - Torpedo Expert (because I don't understand how Loading Drill Master works) is my choice for subs. Fly Swatter - Cruiser Captain has come up for my sub Admirals after getting the Cruiser Subs. Superior Tactician - Concealment Expert - Smoke Screen is my goto for the others.

Generals: I tend to Volunteer my Generals until Level 6 before swapping them out. As Germany, I can usually get ten Generals before invading Poland. Panzer Leader tract (now that it actually works since 1.9.1) for the Armor Div. Infantry Leader tract for the Infantry Div. I try to 'grow' my Generals by river crossings/forts to get Engineer, then encirclement/flanking to get Trickster - Improv. Expert. I try to make sure I have one General with both and Urban Assault because Stalingrad/Leningrad. Of course Commando - Camouflage Expert for my two SF Generals. Eventually, they all get Skilled Staffer if you fight them often. Once someone gets two Terrain Traits, I always spend for Adaptable.

Field Marshals: I look for low level Generals that have Skilled Staffer and/or Organizer to 'grow'. Logistic Wizard and Expert Delegator hands down. I don't do Battle Plans until i've grabbed Logistics so don't spend on the Planner traits. I understand that Aggr. Assaulter is bad for Armer Div. due to the tendency to Close Combat while in Cities. Can anyone shed some light on this?

Thoughts/criticism is welcomed.
 
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Why Offensive Doctrine?

If I have a FM and can pick 3 out of the 5
  1. Logistics Wizard,
  2. Offensive Doctrine,
  3. Aggressive Assaulter,
  4. Organization First or
  5. Charismatic,
I pick Logistics Wizard and am a bit lost for the other 2. I pick Offensive Doctrine and Aggressive Assaulter but can not really tell why.
Org loss while moving is pretty big, especially for nations constantly on the attack, and +1 free attack helps too.
 
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pheonicia

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Can you list some reasons, why "organizer is strictly better than charismatic in every situation" ?
No matter how good a division is, or how fast it regains org, or whatever else, nothing matters if the division can't reinforce and join a fight. Both the defender and the attacker want to end battles faster so that the enemy can't bring reinforcements in. By having even that two percent edge over the enemy, your divisions will join the fight sooner, winning them sooner, giving more opportunities to break through the enemy line. Charismatic allows divisions to recover faster and be fit to region the fight sooner, but that doesn't matter of the fight ends before they get there. Organizer therefore should always be picked up before charismatic.

Edit: also meant organization first here.
 
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I modified this trait, only working for subs, because a sub on surface can march with partially flooded diving tanks, reducing the surface-silhouette.
I can't imagine how to make a surface-fleet less visible.

Let's the details to the Experts! For example, you can keep sailing at least 15km from coast to get less surface visibility. Or have a screen ship in the right place to cover big ships's location.