Marshal Kiwi's Doctrine Guide - Land Doctrines - Part 1

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    • Marshal Kiwi's Doctrine Guide - Land Doctrines - Part 1

      Marshal Kiwi's Doctrine Guide

      This is a comprehensive guide for players of Call of War on the different military doctrines in conducting warfare. This guide will detail optimal unit composition, army tactics and overall grand strategy. This is Part 1 of the Land Doctrine Guide.

      What is a Doctrine?
      A doctrine is the expression of how military forces contribute to campaigns, major operations, battles and engagements. It is a guide to action, rather than hard and fast rules. Doctrine provides a common frame of reference across the military.

      Part 1 - Land Doctrines

      Mobile Warfare
      The fundamentals of mobile warfare is the utilisation of fast moving, independent units that are concentrated in a single point to create a breakthrough in the enemy lines. This breakthrough will then be exploited by slower units, such as infantry, to encircle and attack the remaining enemy units. This will be combined with artillery strikes and tactical bombers to attack and disrupt enemy forces to its maximum.

      Light Tanks
      Tactical Bombers
      Anti-Tank (Optional)
      Anti-Air (Optional)
      Motorized Infantry (Optional)
      Mechanized Infantry (Optional)
      SP Anti-Air (Optional)

      Air Superiority
      It is a great importance that air superiority over the target nation is achieved. Without this prerequisite, the whole doctrine cannot be implemented properly. Air superiority can be achieved by, destroying grounded enemy aircraft with squadrons of interceptors and tactical bombers or the destruction of enemy airbases to stop the production of aircraft and hinder to movement of enemy planes. Once this has been achieved, all available aircraft should begin attacking vulnerable enemy units where Anti-Air protection is not present. Furthermore a location should be chosen for an initial thrust, comprised of fast moving units, to take place. Considerations for this location must include its terrain, fortifications, travel time and enemy units. It is recommended that a detachment of planes patrol the area prior to the invasion in order to better determine the composition of units present. Once this location has been chosen squadrons of bombers and interceptors must attack this point in order to weaken the enemy units, however consider if Anti-Air is present as this will cause significant damage to your aircraft. it is recommended that this occurs as soon as possible as there is a serious possibility for reinforcements to arrive.

      Artillery Bombardment
      Once air superiority has been achieved artillery must engage the target. With the possibility of anti-air being present that will hinder your air operations, it is vital that all anti-air units are destroyed. Attack with all available artillery to ensure the destruction of anti-air units is highly recommended. After an artillery barrage, check with a detachment of planes to ensure that all anti-aircraft units have been destroyed. If not continue with artillery bombardment. It is during this time that enemy counterattacks may occur, if so ensure that an appropriate amount of artillery engages the approaching enemy forces and ensure that a suitable stack of units await to engage them. A standard infantry division includes - 4 Infantry, 2 Anti-Air, 2 Anti-Tank and 2 Artillery. Ensure the artillery is behind the rest of the stack when the approaching enemy units engage this group. Furthermore, also ensure that the place of engagement does not occur in the enemy homeland as it will provide a 15% boost when engaged.

      The sole purpose of a breakthrough is to not only allow friendly slow units to engage enemy forces without initial retaliation but also allow fast moving units to penetrate deep inside enemy territory, disrupting their lines. A suitable division for this group includes - 4 Medium Tanks, 4 Mechanised Infantry and 2 SP Anti-Air, however other units can be substituted such as light tanks and motorised infantry. It is essential to continually move this stack once initial breakthrough has been achieved. Due to its speed, it has the ability to traverse land extremely quickly, allowing it to avoid unfavourable engagements. Remember to note the type of terrain as well as it may affect the strength and speed of the division. Once initial breakthrough has been achieved use your remaining forces to pour in through the breakthrough and encircle and destroy enemy units.

      Mobile Warfare is specifically designed to end wars quickly. Its purpose is to completely annex an enemy country in approximately 2-3 days. Due to its speed, it is essential to deny the enemy of any information about possible attacks as stopping the initiative will cause difficulties in this doctrine. Remember that this is only a guide and can be changed and morphed appropriate to your situation. Please comment below if you have any questions, suggestions or constructive criticisms.

      -Marshal Kiwi
    • Edepedable wrote:

      How do you manage to take out ALL the anti-air using artillery with only 2 artillery per group? Especially if the enemy has anti-air mixed in with other units. Does not seem like something that would work?
      Two artillery would work if the enemy doesn't have any artillery or only 1 artillery in the defending stack. It would be very slow though. Personally, I like to use more artillery if I have it available. More damage per round.
      Also it depends on the amount of defending air defense. I might attack a small group if it has one AA and not a lot of other air defense. For instance, I might attack an AA and an art. The art doesn't have a lot of hit points. So, might use planes to take out the art, then let the art finish off or weaken the AA.
      I'm more inclined to do some damage with art and then bring up forces to finish the units off with planes and/or ground units.