My Review of the Various Specializations
Posted: Thu May 28, 2015 11:55 pm
One of my favorite features when I first started playing was the specialization system. It is still one of my favorites but after playing more, I have recognized certain significant issues in its implementation. Specifically, many specializations are of almost no consequence. In this thread I will look at the specializations, and discuss their effects and relative merits.
Japan
Level 1:
Bushido: Units with a red supply deficiency deal more damage when attacked by enemies. Rating: 2/10
Banzai Charge: Infantry units can launch a high risk, high reward attack. Rating 5/10
Neither of these are great, you never really want to let your units get down to red level supply defecits. Even with Bushido your units aren't likely to survive long if they are surrounded by enemies. Banzai charge is decent, and can let you do a bit more damage in some cases, but it isn't going to be gamechanging by any means. At least I never found it to make a big difference. It is unlocked early though and you get to have it for most of the game.
Level 2:
Forced Labor: Attacking units with zero supply and efficiency can yield extra resources. Rating: 0/10
Tokyo Express: Destroyers and Submarines next to a coast provide +1 coastal supply Rating 5/10
Tokyo Express is kind of okay, but realistically it isn't going to add up to much more than 5 supply. There are few times when my supply was critical enough that it would have helped but it is such a small amount it is never going to make a huge difference. Simcc makes a good point below that it can be used to support small marine landings however. I tried using forced labor but it is way too time consuming to encircle and get the AI units down to zero efficiency. It is always easier to just destroy the unit outright. In the few cases that this actually happened, i only got 1 or 2 resources, beyond worthless. Probably the worst specialization in the game.
Level 3:
Super Sensha: More powerful tanks become available sooner
High Powered Aircraft Engines: More advanced aircraft become available sooner
I am not really too sure exactly what the effects on these are. I would say that the aircraft one is likely to be fairly low value considering how few airfields you get in the later scenarios.
Level 4:
Wolfpack: You get two free Type IX German U-Boats for your core Rating: 5/10
Defensive Doctrine: Japanese Infantry can build foxholes, heavy infantry can build bunkers, core units are entrenched during the deployment phase Rating: 1/10
I am not sure how the defensive doctrine one works, there is not an action to build these defensive structures. I guess they are part of the entrenchment process that takes place by staying in place long enough. It is rare to see get used obviously since I never noticed it. Since you are on the attack so much, it is rare that you will get to use a prepared defense. This one could be truly great in a historical-based Japan campaign, so I don't think it is without merit. The German uboats are very cool but subs are not very effective units in general. It is cool to see the German flag on your screen though so I probably gave this one a higher score than it deserves for pure usefulness.
Level 5:
Wunderwaffe: The player can build Tiger I tanks and Nebelwerfer rocket artillery 8/10
Kamikaze: Planes can switch to Kamikaze mode, and the player can build suicide subs, boats and AT lunge miners 0/10
Wunderwaffe is one of the few great specializations. The Tiger tanks are awesome, even if they are short lived. The nebelwerfers are nice pieces of artillery as well. They are great for dislodging the large number of entrenched enemy units you encounter on the Melbourne battle.The main disadvantage of this specialization is that it is only in effect for one scenario. Kamikaze is wildly inapproriate considering Japan is in a position to be winning the war, and the kind of desperate, suicidal units you get with this specialization feel way out of place. Truthfully, it might have some limited utility in the last scenario but it is so out of place I have to give it 0/10. I would really like to see this replaced by a different specialization altogether.
United States
Level 1:
Field Medics: when damaged but not destroyed, infantry attacks generate resource points, get a free medic jeep 4/10
Higgins Boat: Infantry units use landing craft which can attack and then can attack right after unloading 3/10
The debate on which of these two is superior has raged since shortly after the game's release. Ultimately though, it is a fairly meaningless debate since neither of them are very good. I would give the nod slightly to field medics because even though the resources you get are very minimal, they are very helpful during the Phillipines scenarios where you are on the defensive and resources are very tight. After these early scenarios though its usefulness falls off a cliff. The Higgins boat had very few places where I felt it came in handy. There aren't that many amphibious invasions, and even on those that do exist, it didn't help very much at all.
Level 2:
Jerry Can: Land command point total increased by 2 7/10
Flight School: Air units start off with one star of experience 8/10
These are two of the best specializations in the game, and the player has to choose between the two! To me, this is the most interesting choice in the game. Flight School is great, but of less value later in the game. Jerry Can will sometimes make a surprisingly helpful difference. The only downside is that the US is often so tight on resources that I wasn't able to deploy enough units to meet even the normal cap. Later in the game, the +2 becomes less meaningful as a percentage. Still though, both are good choices.
Level 3:
Proximity Fuse: Land and naval AA effectiveness enhanced 4/10
Naval Radar: Adds radar range of 10 to all US warships
I never played a campaign with naval radar yet. It sounds like it is pretty good but it comes late enough that the high tide of the IJN has already passed. Still though, I bet it comes in handy. I am not sure how much proximity fuse made a difference in my AA. It wasn't a night and day difference in any case, but i imagine AA is something that gets used enough that it will make a small difference over the course of the game.
Level 4:
Landing Craft Tank (LCT): Allows tanks to attack right after disembarking 2/10
Advanced Aeronautics: Advance aircraft become available earlier
This late in the game, the boost to amphibious invasions is even less meaningful. I am not sure how the advanced aeronautics works, and exactly what units it unlocks when. I will have to reserve passing judgement until I find this out.
Level 5:
British Pacific Fleet: You get a free British CV, BB, two destroyers, and two air units 3/10
Manhattan Project: B-29 Nuclear bombers can be purchased, allowing you to drop atom bombs on the enemy
I am not sure how powerful the Manhattan Project is yet, in my first playthrough I took the British fleet. It is very cool and gives you a LOT of free units, but you only get it for one scenario and during that scenario there is not really any meaningful Japanese fleet to use them against. This specialization would be very nice much earlier in the game. I would think, given the nature of the last scenario that the Manhattan project is more useful of the two.
Final verdict: I raved about the specialization system during my initial review of the game and I still absolutely love the idea of making both sides have significant differences in playstyle but as is, almost all of the specializations are of very little consequence. I feel that almost all of them should be buffed, and some of them need to be dropped or reworked entirely. Kamikaze in particular should be replaced by something else. I also feel like the specializations in general should unlock much faster, many of these are unlocked so late that they don't really get used. Manhattan Project and MAYBE Wunderwaffe are really the only ones that feel like they should unlock on the last scenario.
Japan
Level 1:
Bushido: Units with a red supply deficiency deal more damage when attacked by enemies. Rating: 2/10
Banzai Charge: Infantry units can launch a high risk, high reward attack. Rating 5/10
Neither of these are great, you never really want to let your units get down to red level supply defecits. Even with Bushido your units aren't likely to survive long if they are surrounded by enemies. Banzai charge is decent, and can let you do a bit more damage in some cases, but it isn't going to be gamechanging by any means. At least I never found it to make a big difference. It is unlocked early though and you get to have it for most of the game.
Level 2:
Forced Labor: Attacking units with zero supply and efficiency can yield extra resources. Rating: 0/10
Tokyo Express: Destroyers and Submarines next to a coast provide +1 coastal supply Rating 5/10
Tokyo Express is kind of okay, but realistically it isn't going to add up to much more than 5 supply. There are few times when my supply was critical enough that it would have helped but it is such a small amount it is never going to make a huge difference. Simcc makes a good point below that it can be used to support small marine landings however. I tried using forced labor but it is way too time consuming to encircle and get the AI units down to zero efficiency. It is always easier to just destroy the unit outright. In the few cases that this actually happened, i only got 1 or 2 resources, beyond worthless. Probably the worst specialization in the game.
Level 3:
Super Sensha: More powerful tanks become available sooner
High Powered Aircraft Engines: More advanced aircraft become available sooner
I am not really too sure exactly what the effects on these are. I would say that the aircraft one is likely to be fairly low value considering how few airfields you get in the later scenarios.
Level 4:
Wolfpack: You get two free Type IX German U-Boats for your core Rating: 5/10
Defensive Doctrine: Japanese Infantry can build foxholes, heavy infantry can build bunkers, core units are entrenched during the deployment phase Rating: 1/10
I am not sure how the defensive doctrine one works, there is not an action to build these defensive structures. I guess they are part of the entrenchment process that takes place by staying in place long enough. It is rare to see get used obviously since I never noticed it. Since you are on the attack so much, it is rare that you will get to use a prepared defense. This one could be truly great in a historical-based Japan campaign, so I don't think it is without merit. The German uboats are very cool but subs are not very effective units in general. It is cool to see the German flag on your screen though so I probably gave this one a higher score than it deserves for pure usefulness.
Level 5:
Wunderwaffe: The player can build Tiger I tanks and Nebelwerfer rocket artillery 8/10
Kamikaze: Planes can switch to Kamikaze mode, and the player can build suicide subs, boats and AT lunge miners 0/10
Wunderwaffe is one of the few great specializations. The Tiger tanks are awesome, even if they are short lived. The nebelwerfers are nice pieces of artillery as well. They are great for dislodging the large number of entrenched enemy units you encounter on the Melbourne battle.The main disadvantage of this specialization is that it is only in effect for one scenario. Kamikaze is wildly inapproriate considering Japan is in a position to be winning the war, and the kind of desperate, suicidal units you get with this specialization feel way out of place. Truthfully, it might have some limited utility in the last scenario but it is so out of place I have to give it 0/10. I would really like to see this replaced by a different specialization altogether.
United States
Level 1:
Field Medics: when damaged but not destroyed, infantry attacks generate resource points, get a free medic jeep 4/10
Higgins Boat: Infantry units use landing craft which can attack and then can attack right after unloading 3/10
The debate on which of these two is superior has raged since shortly after the game's release. Ultimately though, it is a fairly meaningless debate since neither of them are very good. I would give the nod slightly to field medics because even though the resources you get are very minimal, they are very helpful during the Phillipines scenarios where you are on the defensive and resources are very tight. After these early scenarios though its usefulness falls off a cliff. The Higgins boat had very few places where I felt it came in handy. There aren't that many amphibious invasions, and even on those that do exist, it didn't help very much at all.
Level 2:
Jerry Can: Land command point total increased by 2 7/10
Flight School: Air units start off with one star of experience 8/10
These are two of the best specializations in the game, and the player has to choose between the two! To me, this is the most interesting choice in the game. Flight School is great, but of less value later in the game. Jerry Can will sometimes make a surprisingly helpful difference. The only downside is that the US is often so tight on resources that I wasn't able to deploy enough units to meet even the normal cap. Later in the game, the +2 becomes less meaningful as a percentage. Still though, both are good choices.
Level 3:
Proximity Fuse: Land and naval AA effectiveness enhanced 4/10
Naval Radar: Adds radar range of 10 to all US warships
I never played a campaign with naval radar yet. It sounds like it is pretty good but it comes late enough that the high tide of the IJN has already passed. Still though, I bet it comes in handy. I am not sure how much proximity fuse made a difference in my AA. It wasn't a night and day difference in any case, but i imagine AA is something that gets used enough that it will make a small difference over the course of the game.
Level 4:
Landing Craft Tank (LCT): Allows tanks to attack right after disembarking 2/10
Advanced Aeronautics: Advance aircraft become available earlier
This late in the game, the boost to amphibious invasions is even less meaningful. I am not sure how the advanced aeronautics works, and exactly what units it unlocks when. I will have to reserve passing judgement until I find this out.
Level 5:
British Pacific Fleet: You get a free British CV, BB, two destroyers, and two air units 3/10
Manhattan Project: B-29 Nuclear bombers can be purchased, allowing you to drop atom bombs on the enemy
I am not sure how powerful the Manhattan Project is yet, in my first playthrough I took the British fleet. It is very cool and gives you a LOT of free units, but you only get it for one scenario and during that scenario there is not really any meaningful Japanese fleet to use them against. This specialization would be very nice much earlier in the game. I would think, given the nature of the last scenario that the Manhattan project is more useful of the two.
Final verdict: I raved about the specialization system during my initial review of the game and I still absolutely love the idea of making both sides have significant differences in playstyle but as is, almost all of the specializations are of very little consequence. I feel that almost all of them should be buffed, and some of them need to be dropped or reworked entirely. Kamikaze in particular should be replaced by something else. I also feel like the specializations in general should unlock much faster, many of these are unlocked so late that they don't really get used. Manhattan Project and MAYBE Wunderwaffe are really the only ones that feel like they should unlock on the last scenario.