Your Fav Auxiliary land unit?

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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Vanman
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Your Fav Auxiliary land unit?

Post by Vanman »

and why?

Quite a few to choose from. Artillery, Engineers, AA, Ant-Tank etc....Lets hear it.

As an aside, even though I think these units add tremendously to the game, I find my natural inclination towards them a little puzzling:

1. They are a bit more expensive, so I tend to delay buying them vis-à-vis other units.

2. At the same time, despite being more expensive, there is a tendency to take them as one of the first casualties (after Territorials, Militia, and Garrisons of course) due to their
lesser strength points.

Here I am pointing out my own lack of balance, and yet I can see myself always rationalizing #1 and #2. I think I need more balance here, anyone else suffer from 'Auxiliary discount'?
Steve
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Jagdtiger14
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RE: Your Fav Auxiliary land unit?

Post by Jagdtiger14 »

My favorite: PARA's. I also like Ski troops, and of course Engineers. These units often have to be the first loss by rule.

In answer to your 1 & 2 above:

1. Depending on your situation of course. If you are on defense and need mass, you need mass...special units can wait...but if you are on offense...
2. You have to also take into account their special abilities. ARTY/AA/Anti-tank I'll take as a first loss if it means other-wise losing an ARM or MECH corp. I'll lose an ARTY before a ARM/MECH div...maybe I'll lose a MECH div if the ARTY is super powerful (5+).

Oh and why on the PARA's: Of course the ability you already know of, they are very key in taking out a hard point (Gibraltar, Rostov, etc...), can cause supply issues, and something not covered in the rules: psychological warfare. Rule #1: Never lose sight of your opponent's PARA. My board gaming group has an etiquette rule that the PARA's always have to be the top unit[X(]
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Dabrion
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RE: Your Fav Auxiliary land unit?

Post by Dabrion »

For me there are two distinct roles, the general force multipliers (ART, AT, AA) and the spec ops assets (PARA/MAR/Frogs/Commandos). A line of pure INF will be blitzed without a chance, adding some AT to it will make it much more sturdy. If you dont invest in those assets, you are cutting down on your operational creativity and effectiveness.

Having a full staking limit of Paras or Marines is required for many juicy hexes. In general, all units that provide flat drm are worth half the defenders factors per +1. This is the best possible investment per BP (that is why Eng>Para/Mar>Mtn are best bang for the buck). Same goes for MTN in winter warfare (looking at you Leningrad/Rostov) and red AT/AA for blitz stacks.

Artillery is easily the best division slot for Army Group "Grindwork". It impacts your action economy when used for ground striking (allows you to rebase that fighter instead) and has factors on par with Mech/Arm divs; also useful defensively. I usually try to have a 1:3 ratio in my build plans for the force multipliers and it makes sense to buy the spec ops assets in self-contained batches : e.g. PARA+Para, next turn 2xPIL+2xATR or but 3*INF+AT instead of 4*INF or have your MAR arrive with the TRSs.
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brian brian
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RE: Your Fav Auxiliary land unit?

Post by brian brian »

Late war red factor motorized AT guns, for sure.
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warspite1
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RE: Your Fav Auxiliary land unit?

Post by warspite1 »

ORIGINAL: Vanman

and why?
warspite1

As you say Vanman, there are quite a few to choose from. But I guess with my love of all things naval, my favourite 'Auxiliary Land Unit' has to be the Marines - US, SNLF (even though they weren't exactly) etc.

And of course if we are talking Marines, then we have to include the 'Daddy' of the breed, The Royal Marines and the Royal Marine Commandos [&o]

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