View Full Version : HQ Leadership bonus- which is best?
What a great HQ you have there with bonus' of 0/0/0/0. :shock:
Better to seem him with 2/2/2/2 I think. :devil:
So which one of the four bonus catagories do you like and want, plus why and how do you use "that" bonus to it's best advantage? :devious:
Also can you actually tell the difference in the heat of battle? :hmmm:
Command (star) Radius- :salute:
Combat (lightning) fighting ability- :ar15:
Morale (heart) withstand the "pressure" of battle- :nuts:
Stealth (?) hiding- :whist:
KG_RangerBooBoo
23 Sep 05, 19:01
Bonus??? No wonder my record is abysmal!
Full Monty
23 Sep 05, 19:29
Bonus??? No wonder my record is abysmal!
I wouldn't worry about it too much, if you can handle your troops well already it's not going to make that much difference and if you can't ........ , then you've got more important things to worry about :)
Doctor Sinister
23 Sep 05, 19:31
I have never once noticed a bonus having any effect whatsoever - my men still die and I still lose. :D
Dr. S.
The Purist
23 Sep 05, 20:44
I go with morale,...keep them shooting at the enemy. Of course,...with my ee-lite Italians I don't have any problems with motivation. Fight to the last round and all that.
I am going to try and watch if it makes a difference. Why would they include it in the game if it made no difference? ;)
What is Bonus? I hope I aint been missing something all these years...
And in comes down to the mission you give them
Command and Stealth are great for onboard mortar spotters
Stealth is good for hidden guns - and command as well (can have more guns under bonus)
Combat are for the troops in action the longest
And morale suits all those jobs, especially when the guns come under counter battery fire etc or troops in combat
Well, I can't actually say I've SEEN the bonus' at work except for the obvious Command range. However I do select my company missions / setup based on the HQ's bonus'.
Combat go where the most action will probably be, Stealth when my guys are in defence or trying to slip in via a wooded route. Morale sit where the enemy is aiming.
If I get time between scenarios I might run a few tests.
Set up and ATG and compare its hit chance when it is within and without a combat bonus... the hit chance can raise by as much as 10% (first shot).
I chose morale though... I've had units weather entire arty barrages and still come up for more :eek:
ER_Chaser
24 Sep 05, 10:56
In short, they are all important, sometimes, between life and death, victory and failure :p ..
See Tripps' comment :D
Im a fan of stealth my self
Has more tactical uses
morale can be boosted in CMAK with nearby armour and the general morale of the game - ie points - flags - if you are winning its all good.
Not sure about it though in my current CMBB game ME vs ER- typical T34 one shot one kill takes out me PZIVG.
Need an armour bonus for my tank ie +50 armour def and +100 to hit against super t34 lol.
Tanks should get additional leadership bonus - sucks they dont
I hate T34s in this game - they have been messed with to an extent.
Trained as russian snipers they are
morale can be boosted in CMAK with nearby armour
I didnt think that was modelled? Or are talking about the overall morale being higher because your tanks are still alive as opposed to the drop in overall morale for those tanks being lost?
jaegertech
29 Sep 05, 18:21
A hidden light AT gun with a morale/stealth commander is one HELL of an ambush asset. Hard to spot, hard to pin. Zooks and Shreks also benefit from having one nearby. Heavier guns that will easily be spotted after firing benefit more from morale/combat. Score a first shot kill, and it doesn't really matter if they saw it coming.
I find morale to be the most important bonus for infantry. Keeping your men up and firing is of more benefit than making them stealthier or more lethal.
Tanks... Combat would be the most important as it contributes most to accuracy. As my tanks rarely survive more than a few exchanged shots with the American/British/Soviet/German ubertanks (any tank facing my tanks is uber, what can I say, I still suck at that part), scoring first or second shot kills is really the only thing that works.
Now if I could just figure out a way to get a +2 Vision commander for my air support...
ER_Chaser
29 Sep 05, 19:41
Im a fan of stealth my self
Has more tactical uses
morale can be boosted in CMAK with nearby armour and the general morale of the game - ie points - flags - if you are winning its all good.
Not sure about it though in my current CMBB game ME vs ER- typical T34 one shot one kill takes out me PZIVG.
Need an armour bonus for my tank ie +50 armour def and +100 to hit against super t34 lol.
Tanks should get additional leadership bonus - sucks they dont
I hate T34s in this game - they have been messed with to an extent.
Trained as russian snipers they are
LOL .... Do you have a heart-attack pill nearby? If so, I am willing to tell you that T34 super is a green thing ... LOL ..
LOL .... Do you have a heart-attack pill nearby? If so, I am willing to tell you that T34 super is a green thing ... LOL ..
Gonna jump in here, i aint seen what happened between you guys but its it anything like GoH rnd IV where i posted those 2 screenies on T34 accuracy?
I thought it was just me over the years but i thought t34's, even green, might have a big command delay, but once you get them into contact they have remarkable accuracy....
Oh dont tell me that ER lol
I bet that gunner is :whist: about his kill
The Purist
30 Sep 05, 07:56
I thought it was just me over the years but i thought t34's, even green, might have a big command delay, but once you get them into contact they have remarkable accuracy....
The T-34 M41 or 43 gun did have a high velocity (L/51?) but the quality of the shot was not as good as the German, T34/85 was even higher and that gives it a good accuracy in the game (offset by optics). It is also important to note the range that the T-34 is firing at, anything under 600 yds is going to be fairly easy to hit since the elevation is nearly non existant and the target fills the 'sight picture'. I have noticed the Russian gunnery drops off significantly over 1000 yards, which is historical. Under that and the Russians are too close. Its not a design flaw in the game, it good modelling.
ER_Chaser
30 Sep 05, 09:09
Fair words from The Purie ... I am expecting no less from a man of justice like you :D
I tend to favor morale and stealth.
As to the 'good modeling' of Russian gunnery I'm not convinced. 600 mtrs is not a short distance, and a hull down partially camo'd tank is not a large target at that range. It has been my understanding that tanks of that time often had to bracket their rounds to get the range and correct accuracy. Particularly those with inferior optics. Am I wrong in that notion?
The Purist
02 Oct 05, 00:56
I tend to favor morale and stealth.
As to the 'good modeling' of Russian gunnery I'm not convinced. 600 mtrs is not a short distance, and a hull down partially camo'd tank is not a large target at that range. It has been my understanding that tanks of that time often had to bracket their rounds to get the range and correct accuracy. Particularly those with inferior optics. Am I wrong in that notion?
At that range and with a flat trajectory you will pretty much hit what you point the gun at,...good optics or only fair. It all depends on what the gunsight's magnification is but with a basic 10x power an M113 at 500 metres looks like you can reach out and touch it. TRhat's from my own experience, for what that's worth to you.
From what you say, the data sheet below from this http://fprado.com/armorsite/tiger2.htm link should be pretty accurate. Interesting how these results compare to CM's. The chart below isn't formatting too well so visit the site if you're having trouble with it.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Accuracy of the 88 mm KwK 43 L/71:
Ammunition Range: 100 m 500 m 1000 m 1500 m 2000 m 2500 m 3000 m 3500 m 4000 m
PzGr 39/43 Practice% 100 100 100 95 85 74 61 51 42
Combat % 100 100 85 61 43 30 23 17 13
PzGr. 43/43 Practice % 100 100 100 97 89 78 66 -
Combat % 100 100 89 66 47 34 25
- - Source: JENTZ, Thomas L.; Kingtiger Heavy Tank: 1942 - 1945; ISBN 185532 282 X
The sight for most of the Tigers II that actually saw combat was the articulated, monocular Turmzielfernrohr 9d mounted parallel and on the same axis as the main gun. The gunner could select two magnifications, 3X and 6X. The lower magnification provided a wider field of view for target identification. The higher magnification assisted in precise aiming at long ranges. Two adjustable range scales allowed the gunner to register the exact range to the target. The range scale for the Pzgr.39/43 was graduated at 100 m intervals out to a range of 3000 m and the second range scale for the Sprgr.43 was graduated out to a range of 5000 m.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The Purist
02 Oct 05, 14:29
I would imagine that all the main combat tanks had a sight system that, to one degree or another, allowed the gunner a wide view for locating targets and a narrower view for actually aiming the gun. I do not know the specifications for a T-34 but am surprised the Tiger had only a 6x combat sight. I note from the website that the bulit in range finder for the gunnerwas not available until the very end of the war and thus the gunners had to rely on the crew commanders for laying the first shot on target.
So, you see,...a first round hit at 500 or 600 yards is not all that difficult to do if the guns velocity is high enough to dispense with elevation. :)
Cheers.
KGPanzerschrecK
10 Oct 05, 15:43
Hey guys, dont forget the other rating that goes with the steath bonus, that is sewer movement, something that can be a major life saver in a city fight. It will also keep your guys from getting lost so easily while using sewer movement. :cool:
A greatly under utilized ability- but only for crack & elite units. :nofear:
Seems the vets get lost quite a bit and reg's never appear again. :skull:
It can be used for some last minute (literally) assaults on weakly held VF's. :devil:
A greatly under utilized ability- but only for crack & elite units. :nofear:
Seems the vets get lost quite a bit and reg's never appear again. :skull:
It can be used for some last minute (literally) assaults on weakly held VF's. :devil:
I've found it reasonably good even with regular troops - altho the chances are they wont appear exactly where you want them.
Another aspect is that troops appearing from sewers, even in the middle of enemy troops, always seem to get the first shot - i remember one example where i knew my opponant had troops appearing from sewers in a factory - so i had my guys covering all over the place - when they appeared, it didnt matter if my guys had LOS, they always lost the draw to troops from below :(
And stealth is the better HQ benefit for sewer troops? Does it help them be more stealthy - or help them not get lost?
Helps them not get lost.
From what I've found the better exp the quicker they crawl, but the "time limit" when they appear is very "loose."
I've never been able to coordinate any sewer attacks.
Well it seems that Morale is the most important Leader bonus based on our poll by a long shot.
So there you go gentlemen, what to look for in a leader!
Good Luck & Good Hunting!
:nofear:
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