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Quote from freezy: “Interesting, even in this thread different players claim that either Food, Oil or Metal is the scarcest resource for them. Also in Discord I have seen widely different takes on this question so far. So to me that indicates that it is rather balanced and depends a lot more on the playstyle / build order of the player. So maybe if you find yourself lacking with a specific resource, an adjustment in your build order is advised. ” The true answer may be more nuanced. It's harder …
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It my games, the "it" resource is food. It can vary early on, when everyone is using up metal and oil to build industry, but eventually it's all about food. Even airfields require food now. The end result is that the new food is as important in the mid to late game as the old food plus the old goods used to be.
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There's one nice change that deserves mention. Rural industry now requires oil+food, while urban industry requires oil+metal. It's now possible to dig yourself out of a metal deficit without using metal. That's significant, considering metal has become the most important resource, by far.
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Commandos take oil, but battleships don't. Things like this are going to be difficult to stomach. One of the main story lines of WW2 (partly captured in the HWW map) are the Japanese and German oil deficits, which drove strategic decisions during the war and arguably forced Japan to enter the war and take oil fields from the Dutch and the British empires. When battleships and tanks and planes don't depend on oil, that story line is gone, and resources are just red/green/blue units with no meanin…
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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…