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Have at least 1 land unit loaded inot transports. Merge the land unit transport with cruisers. Send both transport stacks (land and air) at the same time. They will travel together, because both are limited to transport speeds. The cruisers in the land transport stack will defend transports in both stacks from air attack, and all the units will share damage. There shouldn't be much damage, if the cruisers are doing their job.
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Quote from Geden: “Because it's not a binary thing where the update either gets released or scrapped. We can both deploy this update and implement feedback from the community before we do. That's also why we decided to hold the update back on beta for another 2 weeks, so we can do further polishing and discuss how to proceed from here. ” This is reasonable. Note that doctrines are universally liked. But that feature could have been implemented on the 1.0 system. It's the other changes in 2.0 tha…
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Quote from Geden: “They will be converted, i don't have the specific details for that yet though. As with past updates where we had to convert booster cards to a new variant we'll make sure that no value is being lost. ” Geden, thanks for reading and replying to our posts. A big change it's always met with cries of dismay, so your patience is appreciated. I've been enjoying CoW since the 1.0 version and I still miss it. The use of rares to power research, industry, and special units gave us an a…
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Question
PostLOL The only thing you will learn on the Historical map is that countries that start with an advantage can win easily, even if you don't know what you're doing. So if you want to feel powerful, go ahead and play as Germany or Japan, attack everyone, then get bored and close the game like everyone else does.
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Question
PostDon't listen to that guy. Learn the basics on a 22 player Europe map. Learn how to win wars without losing units. How to use land and naval artillery to kill opposing units for free. What to research, and when. How to defend, take advantage of terrain and doctrine bonuses. You'll know you're ready when you can solo a 22 player map with ease. Stay away from the Historical map, because that teaches you terrible habits. You'll never learn how to be effective in a fair match, when you don't start wi…
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It's not possible to implement an accurate "historical" simulation in a game like CoW. What the "historical" map does well is to represent the relative military and economic advantages of the major powers, including the latent economic advantages that USA and USSR can bring to bear in the long run, the pressure this puts on Germany and Japan to take advantage of the time window offered by their (temporarily) superior military power, and the dwindling power of UK and France as their empires erode…
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My experience has been mixed. WB can be used by advanced players to get an additional advantage over their less skilled opponents. Examples of this usage include getting more advanced research at the start of the day, as soon as becomed available. Rushing a fort minutes before an attacker arrives. Sabotaging airfields seconds before a patrol or direct attack can happen. This type of usage makes the game less competitive, helping players who are already winning to win more easily. WB can also be …
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Invasions
PostThe point is to establish yourself on the new continent before the counter-attack arrives. Occupy favorable terrain, like hills, to give your artillery + AA units an advantage. Build forts, if you expect close combat. Build multiple airfields, so you can start to scout the land around you, see what's coming, and establish air superiority. Once your army is in place, your navy can go on the offensive, ambushing and sinking the enemy's navy, harassing land units that travel along the coast. This i…
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Invasions
PostLand in a remote area. For example, say you're invading South America. Keep out of sight, and land in Tierra del Fuego. The opponent is not going to keep a significant force there, unless they know your plans. They probably won't even have air bases to cover that area. Even if they do, your cruisers (most important naval unit in CoW) protect transports while they disembark, and AA guns protect the army after they land. As long as you're far away from enemy artillery and surface ships, they can't…
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To play devil's advicate.... only the early days matter. This is when most players decide to abandon a map, if they feel bored or overwhelmed or whatever the reason. Bytro probably cares more about affecting the start of a game, than the later stages, when most players have already left and a few remaining hard-core players are duking it out for the win. Arguably, war bonds should disappear in the mid to late game, to put more emphasis on planning and skill, as opposed to gimicky features intend…
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Question
PostThis is pretty much the standard way games unfold. 3-5 neighbors (depending on map size) create a coalition on day 1. They don't know each other, and they have no plans to support each other. The thinking does: if I'm part of a coalition, then I can relax because I feel safe. Fast forward to day 3, and most of the coalition hasn't done anything. Maybe they sent their starting units to die in disorganized battles. Maybe they did nothing at all. Their cities and units sit there, collecting dust. T…
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Quote from Tribunate: “Usually the game moves so quickly I don't have time to build ports to move armies. I typically invade, build production buildings in captured cities, make production there instead of moving units and placing ports everywhere. ” This is very map dependent. If you're in a big war against an established continental power, you're bringing complete armies. The units are leveled up (or they level up shortly after landing) and they come in large numbers. You don't have time to me…
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Do you want the battle to finish 5 times faster? That's what 5 stacks of 10 will do. It's really 5 battles against the same opponent, at the same time. This matters more with ranged units, where you want the artillery to rain maximum destruction in the least amount of time, so your close combat units suffer the least amount of damage.