Call of War is full of different troops to research and make but their are certain units you must need to attack or defend. I will be looking at your 10 most important units. these troops you MUST research to win and will become very useful as you play:
1. infantry: infantry are your most important unit. they are most vital and have no disadvantage. they come in handy when taking mountains and cities because more advanced units like tanks have lower HP in cities and mountains. it is a good idea to keep infantry in your difficult terrains because if someone attacks with tanks, you have a chance at winning.
2. light tanks: light tanks are vital for taking over a map. light tanks have faster speed then infantry and are also stronger than infantry. they come in handy when attacking plains (and defending) and hills for their superb fire power. however are useless in cities. if you are defending your capital, put you tanks in surrounding provinces. this will catch the enemy outside the city and not be able to reach your capital.
3. artillery: artillery come very useful in attacking provinces. they are great for beginning an attack. best used before an attack because they can clear away troops in your way without taking casualties. one common mistake is leaving your artillery undefended. AI countries will sometimes charge troops at you when using artillery and they are weak at defending so make sure to have spare units by them. artillery has no disadvantage except in mountains so they are good to put in key cities. while tanks battle outside, your artillery can fire inside the city into the neighborhood provinces. artillery are also good behind enemy lines where enemy troops will have to break through to attack them.
4. Anti-Air: what I like about anti-air is that you can use it in stacks attacking units. since it is used against planes, it has no attack- defense level when on front lines. their are two main uses for them. the first is to block air raids on key cities. some people use strategic bombing to destroy buildings. I have never found this efficient especially late in the war when most buildings are highly upgraded and have high hit points. I say just invade him to stop producing troops. the second is to protect stacks of units. Tactical Bombers are a constant threat and can easily wipe out a stack (I had that happen to me once). Anti-Air comes in use to stop the attack of planes, however they are useless against ground units. they only have a disadvantage on mountains (which make no sense since they are on top of a mountain and are closer to the sky).
5. submarines: these units come in handy for if you border the sea. units can come in and land on your shore but with submarines you can attack them before they land. their are 2 ways to escort transports: the wrong way and the right way.the wrong way is to have your ships go ahead of the transports. all this does is play follow-the -leader with your transports. submarines can not attack the ships but then attack the transports and since they are undefended, they sink. Naval Bombers can also attack your transports and fly right over you ships. the right way is to combine the 2 meaning that you would have to destroy the battleships to sink the convoy. many people also just not defend convoys. this is where subs really come in. they can sink lightly defended convoys before they even reach the sign of land.
this is part 1. part 2 will come when I have more motivation to do it. it will cover 6-10. what did you think so far? unit I missed? one on here that isin't useful? tell me in the replies.
1. infantry: infantry are your most important unit. they are most vital and have no disadvantage. they come in handy when taking mountains and cities because more advanced units like tanks have lower HP in cities and mountains. it is a good idea to keep infantry in your difficult terrains because if someone attacks with tanks, you have a chance at winning.
2. light tanks: light tanks are vital for taking over a map. light tanks have faster speed then infantry and are also stronger than infantry. they come in handy when attacking plains (and defending) and hills for their superb fire power. however are useless in cities. if you are defending your capital, put you tanks in surrounding provinces. this will catch the enemy outside the city and not be able to reach your capital.
3. artillery: artillery come very useful in attacking provinces. they are great for beginning an attack. best used before an attack because they can clear away troops in your way without taking casualties. one common mistake is leaving your artillery undefended. AI countries will sometimes charge troops at you when using artillery and they are weak at defending so make sure to have spare units by them. artillery has no disadvantage except in mountains so they are good to put in key cities. while tanks battle outside, your artillery can fire inside the city into the neighborhood provinces. artillery are also good behind enemy lines where enemy troops will have to break through to attack them.
4. Anti-Air: what I like about anti-air is that you can use it in stacks attacking units. since it is used against planes, it has no attack- defense level when on front lines. their are two main uses for them. the first is to block air raids on key cities. some people use strategic bombing to destroy buildings. I have never found this efficient especially late in the war when most buildings are highly upgraded and have high hit points. I say just invade him to stop producing troops. the second is to protect stacks of units. Tactical Bombers are a constant threat and can easily wipe out a stack (I had that happen to me once). Anti-Air comes in use to stop the attack of planes, however they are useless against ground units. they only have a disadvantage on mountains (which make no sense since they are on top of a mountain and are closer to the sky).
5. submarines: these units come in handy for if you border the sea. units can come in and land on your shore but with submarines you can attack them before they land. their are 2 ways to escort transports: the wrong way and the right way.the wrong way is to have your ships go ahead of the transports. all this does is play follow-the -leader with your transports. submarines can not attack the ships but then attack the transports and since they are undefended, they sink. Naval Bombers can also attack your transports and fly right over you ships. the right way is to combine the 2 meaning that you would have to destroy the battleships to sink the convoy. many people also just not defend convoys. this is where subs really come in. they can sink lightly defended convoys before they even reach the sign of land.
this is part 1. part 2 will come when I have more motivation to do it. it will cover 6-10. what did you think so far? unit I missed? one on here that isin't useful? tell me in the replies.
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"Those who cannot remember the past are condemned to repeat it." - George Santayana
KNOW THE RULES!
Call of War Game Rules
Call of War Forum Rules
Terms of Service
attacker 101
Call of War Player
EN Server | Bytro Labs Gmbh