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Author Topic: Abilities that aren't listed  (Read 3983 times)
0 Members and 4 Guests are viewing this topic.
[AB]RikiRude Offline
EIR Veteran
Posts: 494


« on: March 26, 2008, 01:10:10 am »

So every few games something pops up that I didn't know was possible and I think these things should be in some kind of guide or added to the EiR manual. And if I post them incorrectly please correct me!

- Triage centers can only be built if you choose Infantry Doctrine and are an upgrade to engs.
- Repair Bunkers are only available to Terror Doctrine and as a pio upgrade.
- Only 1 pio/eng may repair a vehicle at a time, but multiple repair bunker units may repair a vehicle at any given time.
- 88's are built via a off map truck that comes over and builds it.

I think these are pretty important things for new players to know, and if there is a thread that points this stuff out please link me.

Another thing I saw today is there is either an airborne or infantry ability that allows them to forward outpost a building, or something similar, when I asked my allied opponents what it was, they didn't answer.

And if there are more things like this please post them!
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My available companies:
Allies:
*AB company going for raid assault
  Infantry going for tank reapers
Axis:
*Defensive going for rocket artillery
  Blitz going for lightning war
  And an experimental Terror company going for subversion consisting of all volks and two King Tigers
stumpster Offline
Honoured Member
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Posts: 2197


« Reply #1 on: March 26, 2008, 01:14:33 am »

Another thing I saw today is there is either an airborne or infantry ability that allows them to forward outpost a building, or something similar, when I asked my allied opponents what it was, they didn't answer.

If that was a forward HQ its actually a screwy building, not an ability.  The thing is that a few buildings are from the campaign, where they can be 'upgraded' to an HQ, although this doesn't do anything in EiR.
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Quote
Step out of the way. He'll keep going until he hits a wall, that being Akranadas. Let him go unmolested, his journey will take less time.
Avalanche Offline
EIR Veteran
Posts: 389


« Reply #2 on: March 26, 2008, 01:34:56 am »

it prevents enemy mg from sneaking in and gives los
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[AB]RikiRude Offline
EIR Veteran
Posts: 494


« Reply #3 on: March 26, 2008, 01:51:12 am »

it prevents enemy mg from sneaking in and gives los

That's what happened to me heh, since it was a church and churches have the best protection (+10 to holiness)

Some other things I thought of that I've learned since playing.

After a loss, you still gain 1 CP, 1 resource bonus, and 3 xp to all units.
Sadly I don't know what happens with a win just yet =(

Also what does the Officer do? And I'm guessing you can only buy one?

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Tkaudi
Guest
« Reply #4 on: March 26, 2008, 01:55:35 am »

you can buy officers like any other unit.  They can supervise any crewed weapon or infantry team giving that unit a 30 or 35% bonus to accuracy and damage, you will find this MOST useful with pak guns and mortars and nebels.  They also get their offmap barrage ability every 8 mins ( i think Cool
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #5 on: March 26, 2008, 02:38:00 am »

Twinned with for the father land, extra HP and scopes of the def doct, then they can make inf beasts.
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[AB]RikiRude Offline
EIR Veteran
Posts: 494


« Reply #6 on: March 26, 2008, 04:05:40 am »

Damn makes me wish I went defensive instead of terror, didn't know the officer was so bad ass.
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