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Tank Girl

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First of all, thank you for finally implementing a feature like this!
I suggested it all way back in ALB Beta for the first time and now its finaly there.

But I find the command radius (the white outline when u click on a command unit) is far too small.

Given the fact that command units are extra rare and take up valuable deck space with only 1 or 2 units per card, they should have a bigger impact...

Its different for units like HQ Panthers of course, but almost all other command units are very vulnerable and should have the option to stay at least a bit further back. Looking at you infantry HQ especially.

I suggest increasing the command radius by 100%... it doesent seem to have a big impact anyway on units, so at least make it affect more units :)
 

Radioshow

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I find its not too bad, maybe 25% more. I would rather more 2 star command cards! The range plus how many you get allow me to cover my front usually.. 3rd arm: 2 cards commnd inf and 2 - m5a1/1 - m4a1 commands both 2 star. Every AT guns gets inf command or tank if possible, I spread them out to cover as much ground as possible and place AAA etc in the zones. always a couple one up front to keep inf going.
I find I have generally enough of them but could use a slightly larger area, or maybe 1 or 2 more per card of inf commnd would love 2 star inf command for 3rd Arm.
 

Tank Girl

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How come you think its fine?!

My tanks are forced in a rather small area when I want to profit from command tank.

And I stopped using any other HQ units because they always have to be too far up front because of their small radius. Just doesent seem to be worth the Deck slot.
 

Custard88

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Respectfully disagree.
 

Custard88

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Care to explain? :D
I'm of the opinion that the current command radii are such that command units need to be put in harms way to effectively lead the troops, whilst still ensuring that a reasonable number of units can fall in the radius to make the leaders worth their points cost. The vulnerability of command units is a necessity to preserve the balance of the leader mechanic imo, if you never got a chance to kill enemy leaders, what would be the point of having them in the game?

I also feel that if we presume the leader units to be lieutenants, the current radii result in a reasonably authentic ratio of leader units to fighting units.
 

Graphic

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Get leaders with higher veterancy if you want a larger command radii. The one for two star leader is fantastic and anything more would be excessive.
 

Tank Girl

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Hmm, so far so good. I somehow didnt notice the command radius increases with veterancy. I will have another look :)

But from what I recall the 12th SS Panzer gets 2 Star command tanks only anyway, no?
 

UltimateIdiot

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I'm of the opinion that the current command radii are such that command units need to be put in harms way to effectively lead the troops, whilst still ensuring that a reasonable number of units can fall in the radius to make the leaders worth their points cost. The vulnerability of command units is a necessity to preserve the balance of the leader mechanic imo, if you never got a chance to kill enemy leaders, what would be the point of having them in the game?

I also feel that if we presume the leader units to be lieutenants, the current radii result in a reasonably authentic ratio of leader units to fighting units.
Yup. We're talking about platoon leaders here - they're expected to be leading their platoon up at the front to get good situational awareness, and show example if necessary. A platoon commander's tank isn't all that special, it's just another tank in the platoon (with an extra radio if you're lucky), but with more responsibilities. An infantry platoon leader isn't anything special, he fights with his platoon - he just has a radioman acting as his shadow.

Not to mention that when command units give such a significant advantage, it's only fair that they're also vulnerable to enemy fire.