I usually don't use REC, because I find that it is very hard to verify their impact (even more so if you already have a leader with higher skill level). It also depends a lot on the tactics you have available. In defines.lue it stats: "RECON_SKILL_IMPACT = 5, -- how many skillpoints is a recon advantage worth when picking a tactic."
Which implies that recon advantage unlocks the following tactics (or prevents them for your superior enemy):
- tactic_counterattack (DEF) (+25% defender)
- tactic_encirclement (ATK) (+25% as attacker, +5% defender), also requires full frontage AND reserves AND [Panzer Leader OR Trickster]
- tactic_tactical_withdrawal (DEF) (-25% both sides, -25% width), also available if a leader has Trickster
- tactic_breakthrough (ATK) (+25% attacker, -15% defender), also available if >50% Hardness
- tactic_ambush (DEF) (-25% attacker), also available if leader has skill 3+ OR Trickster
- tactic_blitz (ATK) (+15 attacker, -15% defender), also requires >50% Hardness AND also available if leader has skill 3+ OR Panzer Leader
(And ofc none of the tactics work if you are in a phase - Bridge Combat, Close Quarters, Withdrawel, etc)
You also get a second chance to pick a tactic. Most tactics have "base = 4", so there should be an equal chance between all by default, which implies that a second roll at similiar odds improves your tactic chances by [1/Number of available tactics] - how much is that? No idea, really.
I guess you could make the argument that REC is more important for countries with bad leaders, since it counters a lot of tactics AND gives you the chance to trigger them instead (while a country with superior leaders doesn't really get anything). Might also be possible that it's enough to add one "Recon Division" to each combat, but that would be a micro nightmare.
Either way, I usually prefer to go with a unit that provides combat stats instead - so either ART/AT/AA/ENG/LOG or ART/AT/R-ART/ENG/LOG. On tanks the situation is more difficult to assess, because support lowers your ARM and PIER. I usually stick to something like ART/AT/MAIN/LOG on LARM divisions and often just ART/MAIN/LOG on MARM.
Which implies that recon advantage unlocks the following tactics (or prevents them for your superior enemy):
- tactic_counterattack (DEF) (+25% defender)
- tactic_encirclement (ATK) (+25% as attacker, +5% defender), also requires full frontage AND reserves AND [Panzer Leader OR Trickster]
- tactic_tactical_withdrawal (DEF) (-25% both sides, -25% width), also available if a leader has Trickster
- tactic_breakthrough (ATK) (+25% attacker, -15% defender), also available if >50% Hardness
- tactic_ambush (DEF) (-25% attacker), also available if leader has skill 3+ OR Trickster
- tactic_blitz (ATK) (+15 attacker, -15% defender), also requires >50% Hardness AND also available if leader has skill 3+ OR Panzer Leader
(And ofc none of the tactics work if you are in a phase - Bridge Combat, Close Quarters, Withdrawel, etc)
You also get a second chance to pick a tactic. Most tactics have "base = 4", so there should be an equal chance between all by default, which implies that a second roll at similiar odds improves your tactic chances by [1/Number of available tactics] - how much is that? No idea, really.
I guess you could make the argument that REC is more important for countries with bad leaders, since it counters a lot of tactics AND gives you the chance to trigger them instead (while a country with superior leaders doesn't really get anything). Might also be possible that it's enough to add one "Recon Division" to each combat, but that would be a micro nightmare.
Either way, I usually prefer to go with a unit that provides combat stats instead - so either ART/AT/AA/ENG/LOG or ART/AT/R-ART/ENG/LOG. On tanks the situation is more difficult to assess, because support lowers your ARM and PIER. I usually stick to something like ART/AT/MAIN/LOG on LARM divisions and often just ART/MAIN/LOG on MARM.
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