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recon units

Posted: Sun Mar 21, 2021 10:45 pm
by scorehouse
what r the best heroes for recon units and do you use the recon feature to start a campaign? thanks

Re: recon units

Posted: Mon Mar 22, 2021 12:05 am
by Kerensky
Personally, I prefer two hero types for my recons.

Economy and survivability.

Liberator on a unit with fast movement and also capable of phase movement? Perfect unit to zip around to battlefield to grab flag prestige.

I often use recon units to encircle enemies, thanks again to phase movement, but this often places them in dangerous positions on the opposite sides of enemies. Fearsome Reputation for faster suppression stacking, and any defensive talents like Evasive are the kinds of things I want to help keep these units alive.

That said, recon units definitely have the highest attrition rate of all my forces from the way I play. Perfect candidates for 'Cheap Replacements' too.

Re: recon units

Posted: Mon Mar 22, 2021 5:11 pm
by Scrapulous
If I have Scavenger heroes, I put them on recons because I usually don't want to do a lot of damage to the units I'm capturing, and recons can usually get to the target unit quickly and won't destroy a lot of valuable materiel.

This sometimes backfires on me when I'm trying to capture harder targets like KV tanks, Matildas, and such. But I'm greedy, so I live with it.

I also sometimes double down on the assisting power recons have by assigning heroes who can improve the performance of nearby units to them.

Re: recon units

Posted: Mon Mar 22, 2021 8:05 pm
by adiekmann
I find it curious that there are no heroes that increase the sighting range of any units like there was in PC1. I wonder why that is? Especially in a system where you can reassign them to any unit.

Re: recon units

Posted: Mon Mar 22, 2021 8:41 pm
by Moransky
Overwhelming Attack + Envelopment + Scavenger + Double Attack = best Trophy hunters even in AO41. I have two such recons and they're brilliant. :)

Re: recon units

Posted: Tue Mar 23, 2021 1:32 am
by scorehouse
thats 4 heroes i though you were only allowed 3?

Re: recon units

Posted: Tue Mar 23, 2021 1:41 am
by Grondel
adiekmann wrote: Mon Mar 22, 2021 8:05 pm I find it curious that there are no heroes that increase the sighting range of any units like there was in PC1. I wonder why that is? Especially in a system where you can reassign them to any unit.
u can adress the sightrange with special heros like any other attribute of the unit. no extra trait needed for that.
scorehouse wrote: Tue Mar 23, 2021 1:32 am thats 4 heroes i though you were only allowed 3?
there is a general trait that adds a 4th hero-slot

Re: recon units

Posted: Tue Mar 23, 2021 4:49 am
by adiekmann
Grondel wrote: Tue Mar 23, 2021 1:41 am
adiekmann wrote: Mon Mar 22, 2021 8:05 pm I find it curious that there are no heroes that increase the sighting range of any units like there was in PC1. I wonder why that is? Especially in a system where you can reassign them to any unit.
u can adress the sightrange with special heros like any other attribute of the unit. no extra trait needed for that.

Where? I have not noticed it. I have not seen a hero that increases the sighting range of any unit, nor an award that does. Please elaborate.

Re: recon units

Posted: Tue Mar 23, 2021 8:53 am
by Grondel
adiekmann wrote: Tue Mar 23, 2021 4:49 am Where? I have not noticed it. I have not seen a hero that increases the sighting range of any unit, nor an award that does. Please elaborate.
function CreateUber()
local hero = NewHero()
hero.portrait = "/Game/Gui/Common/Heroes/DE/de_in_05.de_in_05"
hero.portrait = "/Game/Gui/Common/Heroes/generic_standin.generic_standin"
hero.name = NSLOCTEXT("scenario_Bydgoszc", "Michael_Wittmann", "Michael Wittmann")
hero.extra_traits = {UnitTrait.SixthSense, UnitTrait.SkilledRecon}
--> hero.modifiers = {{type = Initiative, mod = 2}, {type = Speed, mod = 20}}
hero.attack_modifiers = {{type = TargetType.Hard, mod = 2}}
hero.unit_classes = {UnitClass.Recon}
local action = world:MakeNewHeroAction(0, hero)
world:Exec(action)
end

this is the script used to create special heros. in the line marked with an arrow u can modify any unit attribute, in this case it was initiative +2 and movement +2. in that line u could also have sight +x.
in the official game and dlcs i do not know of any hero with modded sightrange. an 1939 rudel would be a good candidate for it, but sadly hero cannot be restricted to sub-classes like recon-plains afaik.

Re: recon units

Posted: Tue Mar 23, 2021 9:09 am
by adiekmann
Grondel wrote: Tue Mar 23, 2021 8:53 am
adiekmann wrote: Tue Mar 23, 2021 4:49 am Where? I have not noticed it. I have not seen a hero that increases the sighting range of any unit, nor an award that does. Please elaborate.
function CreateUber()
local hero = NewHero()
hero.portrait = "/Game/Gui/Common/Heroes/DE/de_in_05.de_in_05"
hero.portrait = "/Game/Gui/Common/Heroes/generic_standin.generic_standin"
hero.name = NSLOCTEXT("scenario_Bydgoszc", "Michael_Wittmann", "Michael Wittmann")
hero.extra_traits = {UnitTrait.SixthSense, UnitTrait.SkilledRecon}
--> hero.modifiers = {{type = Initiative, mod = 2}, {type = Speed, mod = 20}}
hero.attack_modifiers = {{type = TargetType.Hard, mod = 2}}
hero.unit_classes = {UnitClass.Recon}
local action = world:MakeNewHeroAction(0, hero)
world:Exec(action)
end

this is the script used to create special heros. in the line marked with an arrow u can modify any unit attribute, in this case it was initiative +2 and movement +2. in that line u could also have sight +x.
in the official game and dlcs i do not know of any hero with modded sightrange. an 1939 rudel would be a good candidate for it, but sadly hero cannot be restricted to sub-classes like recon-plains afaik.
Oh, I see. So it is a mod/cheat, not native to the game which is what I was talking about. I don't think they'd make a Michael Wittmann hero since he served in the Waffen SS, even though Rudel was until the day he died about as big of a Nazi as they come. Loyal to the end.

Re: recon units

Posted: Tue Mar 23, 2021 5:18 pm
by diday
Grondel wrote: Tue Mar 23, 2021 8:53 am
adiekmann wrote: Tue Mar 23, 2021 4:49 am Where? I have not noticed it. I have not seen a hero that increases the sighting range of any unit, nor an award that does. Please elaborate.
function CreateUber()
local hero = NewHero()
hero.portrait = "/Game/Gui/Common/Heroes/DE/de_in_05.de_in_05"
hero.portrait = "/Game/Gui/Common/Heroes/generic_standin.generic_standin"
hero.name = NSLOCTEXT("scenario_Bydgoszc", "Michael_Wittmann", "Michael Wittmann")
hero.extra_traits = {UnitTrait.SixthSense, UnitTrait.SkilledRecon}
--> hero.modifiers = {{type = Initiative, mod = 2}, {type = Speed, mod = 20}}
hero.attack_modifiers = {{type = TargetType.Hard, mod = 2}}
hero.unit_classes = {UnitClass.Recon}
local action = world:MakeNewHeroAction(0, hero)
world:Exec(action)
end

this is the script used to create special heros. in the line marked with an arrow u can modify any unit attribute, in this case it was initiative +2 and movement +2. in that line u could also have sight +x.
in the official game and dlcs i do not know of any hero with modded sightrange. an 1939 rudel would be a good candidate for it, but sadly hero cannot be restricted to sub-classes like recon-plains afaik.
In which file should I add this in order to enjoy a custom made hero on any campaign?

Re: recon units

Posted: Tue Mar 23, 2021 5:21 pm
by Grondel
diday wrote: Tue Mar 23, 2021 5:18 pm In which file should I add this in order to enjoy a custom made hero on any campaign?
u need to do a little more than just add those lines ;)

Re: recon units

Posted: Tue Mar 23, 2021 5:46 pm
by diday
Damn, is there a tutorial somewhere?

Re: recon units

Posted: Tue Mar 23, 2021 5:55 pm
by Grondel
haven´t seen one, but i would look here for one.

viewforum.php?f=597

hope this helps.

Re: recon units

Posted: Wed Mar 24, 2021 10:43 am
by Panzer73
I like Distraction for recons, negating those AA/AT/Art support units makes like a lot easier for my other units...

Re: recon units

Posted: Fri Mar 26, 2021 5:31 am
by Obersturmbannfuhrer
no surrender - you dont want to lose it in a bad situation
prudent - overstrength it to 15 and prudent will shine, increases the defense astronomically
ignore zoc - helps encircling enemy
resilient - another survivability increase

and with the "heroic defense" award which allows you to survive any attack if you have more than 1 strength, this configuration makes your recon almost unkillable in 1 turn

i think recon units are much worse than recon planes in..... well reconing, i almost exclusively use them to help encirclement AND give accuracy bonus to units, the accuracy bonus means they are always in the frontline, so survivability needs to be maximized

Re: recon units

Posted: Sat Mar 27, 2021 10:26 pm
by scorehouse
thanks wish i were computer savvy enough to do some of the above so i could get 4 heroes on a unit.

Re: recon units

Posted: Sun Mar 28, 2021 1:03 am
by Grondel
scorehouse wrote: Sat Mar 27, 2021 10:26 pm thanks wish i were computer savvy enough to do some of the above so i could get 4 heroes on a unit.
at the start of a campaign pick the general trait "force concentration" and u will have 4 hero slots.

Re: recon units

Posted: Sun Mar 28, 2021 1:44 am
by scorehouse
is that new?

Re: recon units

Posted: Sun Mar 28, 2021 1:49 am
by Grondel
i don´t remember exactly when the new general traits were added. i think with AO1940.