(02-09-2013, 03:45 AM)Battle Kat Wrote: I've studied TO&Es and am considering medical units as well. Field Hospitals with strong SP values for improving morale, medical platoons with less SPs, medic squads with minor SPs. In comparison, Leader (div), leader (bn), leader (coy).
A question though: if medics affect morale to improve recovering from disruption, does that improve the fire values of accompanying units too?
Or would it be possible to limit them from doing that.
As leaders improve both capabilities.
Hey battle kat - I'm not a coder, but I would think you could assign a command rating of zero in order to prevent medics from raising that stat.
Btw, I had envisioned the following regarding my medic stats proposal:
Medic - looks like foot officer.
Morale boost; 1
Defense, 1
Strength points: One (or maybe two)
Point value: -2 per sp
Ambulance - looks like a truck or maybe (motorized) HQ.
Morale boost: 2
Defense: 2
Strength points: 2 (or possibly up to 4 like in Cold War)
Point value: -3 per sp
Doctor / Surgeon - looks like a staff car or jeep (depends on army)
*These units need to be rare*
Morale boost: 3
Defense: 3
Strength points: hard to say - anywhere from one to 4
Point value: -4 per sp
Mobile Army Surgical Hospital (M.A.S.H.) - looks like a supply depot
*Unit is immobile* (or perhaps must be 'loaded' and has a 100 mp loading cost?)
Morale boost: 4
Defense: 4
Strength points: up to 6
Point value: -5 per sp
That was the general idea I had in mind with regard to my medic unit proposal btw. It doesn't seem overpowered or unrealistic to me but some other folks (apparently) disagree. It's all good.
And good call on the commissars Jason - I didn't know they had special abilities - it's worth checking them out.