[Unit request][Special Air/Boat Service][8.5.4]

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Erik2
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[Unit request][Special Air/Boat Service][8.5.4]

Post by Erik2 »

A couple of requests for Special Air/Boat Service units.

1) Remove the sneak attack cost.
These units are very weak both on attack and defense. The sneak attack is the only useful attack. Each attack costs 10 resources.
These units where operating behind enemy lines and would use stealth and sneak attacks 'all the time'.
Example: I have a campaign with 4 SAS core units. This means I need 40 resources pr turn for sneak attacks only. This in addition to regular resource income.
This makes it difficult to balance scenarios resource-wise, especially if there are relatively few units in the scenario.

2) Make it possible to update from air to boat version and vice versa in the deployment phase (at least).
Example: In my campaign the special units are used in an air mode in one scenario and in a boat mode in a later scenario. It would be nice to be able to cross-update the units depending on the mission.
GabeKnight
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Re: [Unit request][Special Air/Boat Service][8.5.4]

Post by GabeKnight »

Erik2 wrote: Fri Jul 24, 2020 6:30 pm 1) Remove the sneak attack cost.
Sorry to say, Erik, but I disagree here, although I understand the request in light of your "special" custom designs. But such changes would affect all commado-styled units in the game.

The sneak attack costs should not be free. I've tested this in my mod once and rather quickly found them to be too powerful/unbalanced like that. If used carefully, commando-type units can wreak quite the havoc behind enemy lines. I think it's okay for them to either risk taking return-damage (and not being able to repair while in enemy territory) or playing it safe and make the attack cost something.
Erik2
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Re: [Unit request][Special Air/Boat Service][8.5.4]

Post by Erik2 »

The sneak attack only yields 1-2 strength losses so they are hardly too powerful.
A counter-attack from a regular infantry unit usually decimates a SAS-unit as they are really brittle.
Horst
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Re: [Unit request][Special Air/Boat Service][8.5.4]

Post by Horst »

I'm still struggling with this too in my mod, but I might be fine with a cost of only 5 now instead of giving commandos the FirstStrike trait.
A cost of 10 feels like I could buy another cheap unit from it or reinforce early-war inf 5 strength points.
I also think it's usually not that overpowering, but I'm also usually too stingy about spending 5 coins for bombardments. :lol:
I've added this trait also to Goumier Marocain, Gurkha, Partisan, and my own Scout units.
It is surely more useful for camouflaged units, as others are constantly air and artillery/mortar bombed anyway.
While paratroopers can still reinforce while they have fuel and later capture supply in enemy territory, commandos never can!
As the tooltip reads "Sneak Attack", I've also renamed the trait_28 from "Special Ops" to "Sneak Attack".
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Applepie68
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Re: [Unit request][Special Air/Boat Service][8.5.4]

Post by Applepie68 »

Late to the conversation but I would really like it if there was a way for special forces to regain efficiency in enemy territory. I found it extremely frustrating on jungle maps as by the time I flanked my target I'm usually down to 6 efficiency or worse.
Horst
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Re: [Unit request][Special Air/Boat Service][8.5.4]

Post by Horst »

Applepie68 wrote: Sat Dec 24, 2022 11:14 pm Late to the conversation but I would really like it if there was a way for special forces to regain efficiency in enemy territory. I found it extremely frustrating on jungle maps as by the time I flanked my target I'm usually down to 6 efficiency or worse.
Normally, all units can restore 7 efficiency when not moving and avoiding combat. Let's have a tea time before going in!
There is also a hidden, vanilla-unused motorised trait that lets units gain 1 efficiency per turn as long as they still have supply or require none. I use if for all elite inf-units.
terminator
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Re: [Unit request][Special Air/Boat Service][8.5.4]

Post by terminator »

Erik2 wrote: Fri Jul 24, 2020 6:30 pm A couple of requests for Special Air/Boat Service units.

1) Remove the sneak attack cost.
These units are very weak both on attack and defense. The sneak attack is the only useful attack. Each attack costs 10 resources.
The sneak attack is not the only useful attack for me.
When the enemy unit is already weakened, a normal attack may be sufficient.
terminator
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Re: [Unit request][Special Air/Boat Service][8.5.4]

Post by terminator »

Regular effective Ranger attacks :

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Rangers (3).jpg
Rangers (3).jpg (348.93 KiB) Viewed 756 times
Applepie68
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Re: [Unit request][Special Air/Boat Service][8.5.4]

Post by Applepie68 »

Horst wrote: Sun Dec 25, 2022 3:04 pm
Applepie68 wrote: Sat Dec 24, 2022 11:14 pm Late to the conversation but I would really like it if there was a way for special forces to regain efficiency in enemy territory. I found it extremely frustrating on jungle maps as by the time I flanked my target I'm usually down to 6 efficiency or worse.
Normally, all units can restore 7 efficiency when not moving and avoiding combat. Let's have a tea time before going in!
There is also a hidden, vanilla-unused motorised trait that lets units gain 1 efficiency per turn as long as they still have supply or require none. I use if for all elite inf-units.
Oh that's cool I would really like to do that for my commando units can you teach me how? Seems a bit odd that they would add it just to not use it, was there ever a reason why?
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