2:31 Found this comment by the developer on steam regarding the calculation of the odds. I think the manual does not mention this. “Ah, I forgot to mention: defender always gets +1 added to its combat value. This is to avoid division by zero in case all of defender's steps are suppressed. Judging by your table, your test case was something like ATT=9, DFE=8 for the row in which you get the 1.13 ratio. But the game adds +1 to the defender, so the ratio works out to 9/9 and that gives you the result you're seeing. Cheers!”
Huh, cool to know! This might actually explain why the exact predicted values for the attacker and defender (before the shifts) are slightly different in the game from what you would expect based on just the manual!
Well done! I believe this video is going to be quite helpful for newcomers to UoC. If they manage to find it. :P And it actually might convince someone to give the manual a go! If there is going to be a sequel, I would suggest mentioning the subject of reorganizing steps in all its forms. Stacking your artillery and other specialists in places where you need to achieve a breakthrough during the preparation phase, using long range transfer with Germans during the battle to maximize the efficiency of your scarce steps and pulling precious steps from units that won't participate in the campaign anymore at the end of each mission if there are any turns left.
Cheers :) There will almost certainly be a sequel next year, and I would like to discuss specialist steps more in general, both assigning them, and important tactical titbits, like the position specialists take among other steps in a unit.
Regarding with using set piece attack with engineers steps, I kinda figured out that it will always reduce fortification by at least one during the Barbarossa campaign. So, I experimented with it and found out that an infantry unit with at least one veterancy, one arty step, one engineer step and one specialist step with more attack (if playing as allies since they can have 3 specialist steps but lower attacking stat for each infantry step) will almost always reduce fortification by two. Whenever I have to capture objectives involving enemy units entrenched in cities/mountains (eg: Monte Cassino and Stalingrad), I'd assign 2-3 infantry divisions as breakthrough divisions (preferably two veterancy or elite, one arty step, one engineer step and additional specialist step if playing as allies). One breakthrough division will do set piece attack, if the defending unit doesnt retreat, then attack with the remaining 1-2 breakthrough divisions, then move em up to allow them to do set piece attack on the next defending unit. This allows me to push into heavily fortified areas at a little to no cost at all. As the soviets tough luck, since you can only assign one specialist step per unit. But hey, at least an engineer step allows you to do set piece that always reduce fortification by one.
About that additional specialist step, if playing as the Allies, the Engineer + Special Forces combo is very strong, because it completely negates any kind of fortifications (1 for the engineer and 1 for the special forces), in addition to the fact that both these specialists have pretty impressive attack/defence stats, and that some special forces, like Royal Marines and French Foreign Legion, let you do feints across rivers. Re: approach to entrenchment in difficult terrain, I usually refer to this as the breach duo: one (strong) division does the set-piece, the other (weak) takes the hex. :)
I'd say the ability to roll back to the end of the battle preparation round would be a nice minimum! Or introduce saves, and an ironman mode for those who seek high scores (with save files that aren't that easy to find/tamper with. The current save files are actually archives, and you can directly modify them).
No, suppressive fire has a flat 25% chance to destroy a fort, plus forts are destroyed if the defender dies/retreats. And destroyed forts give less protection, not more :)
I just spent seven hours trying to complete Barbarossa centre scenario in unity of command to complete it on prefect and I didn’t by one turn and just said fuck it
Yeah, it has a couple of annoyingly tricky bits, especially around Vilnius/Grodno. Here's my full playthrough of it on hard, it might help: th-cam.com/video/v5KMClDGyr0/w-d-xo.html
You deserve way more views and subs mate. High quality and entertaining content.
Thanks, much appreciated! Hang in, I'll get there, eventually 😁
2:31 Found this comment by the developer on steam regarding the calculation of the odds. I think the manual does not mention this.
“Ah, I forgot to mention: defender always gets +1 added to its combat value.
This is to avoid division by zero in case all of defender's steps are suppressed.
Judging by your table, your test case was something like ATT=9, DFE=8 for the row in which you get the 1.13 ratio. But the game adds +1 to the defender, so the ratio works out to 9/9 and that gives you the result you're seeing.
Cheers!”
Huh, cool to know! This might actually explain why the exact predicted values for the attacker and defender (before the shifts) are slightly different in the game from what you would expect based on just the manual!
Appreciate the high quality content and enthusiasm. Hard to find stuff like this for our niche genre.
Thanks! :) Hope the video was helpful!
Thank you for making the funnest wargaming channel on TH-cam.
Right, now where do I find some laurels to rest on?! 😁
Well done! I believe this video is going to be quite helpful for newcomers to UoC. If they manage to find it. :P And it actually might convince someone to give the manual a go!
If there is going to be a sequel, I would suggest mentioning the subject of reorganizing steps in all its forms. Stacking your artillery and other specialists in places where you need to achieve a breakthrough during the preparation phase, using long range transfer with Germans during the battle to maximize the efficiency of your scarce steps and pulling precious steps from units that won't participate in the campaign anymore at the end of each mission if there are any turns left.
Cheers :) There will almost certainly be a sequel next year, and I would like to discuss specialist steps more in general, both assigning them, and important tactical titbits, like the position specialists take among other steps in a unit.
Oh no, instant like, whoever would have thought :D
Hope it actually helps 😁
Regarding with using set piece attack with engineers steps, I kinda figured out that it will always reduce fortification by at least one during the Barbarossa campaign. So, I experimented with it and found out that an infantry unit with at least one veterancy, one arty step, one engineer step and one specialist step with more attack (if playing as allies since they can have 3 specialist steps but lower attacking stat for each infantry step) will almost always reduce fortification by two.
Whenever I have to capture objectives involving enemy units entrenched in cities/mountains (eg: Monte Cassino and Stalingrad), I'd assign 2-3 infantry divisions as breakthrough divisions (preferably two veterancy or elite, one arty step, one engineer step and additional specialist step if playing as allies). One breakthrough division will do set piece attack, if the defending unit doesnt retreat, then attack with the remaining 1-2 breakthrough divisions, then move em up to allow them to do set piece attack on the next defending unit. This allows me to push into heavily fortified areas at a little to no cost at all.
As the soviets tough luck, since you can only assign one specialist step per unit. But hey, at least an engineer step allows you to do set piece that always reduce fortification by one.
About that additional specialist step, if playing as the Allies, the Engineer + Special Forces combo is very strong, because it completely negates any kind of fortifications (1 for the engineer and 1 for the special forces), in addition to the fact that both these specialists have pretty impressive attack/defence stats, and that some special forces, like Royal Marines and French Foreign Legion, let you do feints across rivers.
Re: approach to entrenchment in difficult terrain, I usually refer to this as the breach duo: one (strong) division does the set-piece, the other (weak) takes the hex. :)
15:03 the chad should have the Counterattack symbol on his crotch
Dammit, too late to correct this! 😅
Very in depth, thank you! I agree they should just give us the ability to save any time...let us decide if we want to save scum or not XD
I'd say the ability to roll back to the end of the battle preparation round would be a nice minimum! Or introduce saves, and an ironman mode for those who seek high scores (with save files that aren't that easy to find/tamper with. The current save files are actually archives, and you can directly modify them).
This is wonderfully convenient even if my laptop is ...
Hahahaha!
KICK ITS BUTT THEN FIRST! 😁
@@Hexaboo It has done that by itself.
Got a question about fort hexes. Do they get ruined the same way city hexes do, or are there different rules at play?
No, suppressive fire has a flat 25% chance to destroy a fort, plus forts are destroyed if the defender dies/retreats. And destroyed forts give less protection, not more :)
@@Hexaboo So 1 artillery shift is as good as 5 against forts? Interesting. Thanks for that :)
@@TerminatorHIX Looks like it :)
I just spent seven hours trying to complete Barbarossa centre scenario in unity of command to complete it on prefect and I didn’t by one turn and just said fuck it
Yeah, it has a couple of annoyingly tricky bits, especially around Vilnius/Grodno.
Here's my full playthrough of it on hard, it might help: th-cam.com/video/v5KMClDGyr0/w-d-xo.html
I get a Tank?
Yeah, we've checked, and your tank got stuck sideways in the delivery van, so you'll just have to hang in there a little longer!