your 10 most useful units

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    • your 10 most useful units

      this is the second part of the list that will cover #6-10. but first, a quick recap of #1-5:
      1. Infantry for their versatile and having no weakness on any terrain
      2. Light Tanks for their speed, strength, and cost and importance in the late game.
      3. Artillery for their ability to attack troops and take no damage in return.
      4. Anti-Air for their ability to protect both stacks and cities from air raids.
      5. Submarines for not being seen by any unit except naval bombers and protecting areas from convoys.

      For the complete list of #1-5, click here. Now, on to the second part:

      6. Tactical Bombers: over all one of my favorite units. these are great for knocking out any ground unit. they are also great in stacks because with the combined firepower, they can wipe out Anti-Air guns. they are also very important to attack Railroad Guns. Railroad guns are terrible at defending against aircraft so with tacs, you can wipe them out easily. They are also good when patrolling because unlike interceptors, they won't receive much damage from patrolling. speaking of which...

      7. Interceptors: these planes are great for attacking other planes. while on petrol, they will attack any plane that enters their circle or patrol. They are best for counter attacking tactical bombers but are also good at escorting other planes, giving them extra protection from other planes. interceptors also do a small amount of damage to ground units and ships. if you are willing to take a huge risk, you can use them to counter attack Convoys and militia. but those are the only to things I have found they were good against.

      8. Medium Tanks: this tank combines greater fire power and slower speed to make this unit. I find them very useful when supporting Light Tanks on an attack. A common mistake players make is sending them through cities. Medium Tanks (along with any other tank) are anything but good in cities. They are also bad in mountains so the best place to use them is on open fields where they get huge advantages. leave the mountains and cities for infantry.

      9. Cruisers: Cruisers are overall my favorite naval unit. they have medium range, great fire power against subs and other ships as well as land units, and what better way to top it off with Anti-Air support as well? Cruisers are the best naval unit. they are good at bombarding troops on ground (which is what I use them for) and also good at escorting capital ships (Battleships and Aircraft Carriers). Even though they don't have the best firepower against Subs, they are still great at attacking them.

      10. Motorized Infantry: OK, I will be honest. I don't use this unit very much because I never get around to researching it. this unit takes infantry, makes it faster, and adds additional strength to it. Sense it is a infantry unit, it has no disadvantage in cities and is also very economical, compared to Machined Infantry. they are great for infantry support with tanks and also for defending areas threatened by enemies. these are also better defensively so are good at guarding from infantry charges.


      OK, no you guys can criticize this list :) .
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      The post was edited 5 times, last by attacker101: put #1-5 in and cleaned up the article some and got the links down. ().

    • Firstly, maybe put the first 5 troops there too as the tittle says 10 ;)

      Interceptors: they are strong against armored cars in the early game and more effective then anti tank as it is a too slow unit.

      Cruisers: cruisers have a smaller range then battleships and get destroyed by them, they can't locate subs what makes them still vulnerable. As I like to lock ships into battle with subs and then bombard them with destroyers without my destroyers being counter attacked. The combination of subs and destroyers is really powerful, they cost little resources and manpower so they are easy to replace.

      Motorized/Mechanized infantry: Mechanized infantry is highly powerful, all tough from the armor branch they don't get a penalty in cities. Biggest bonus they are the fastest unit in the game and are strong on every terrain. Perfect unit for the late game. Disadvantage they are weak against anti tank. That's why it's still useful to keep producing Motorized infantry in the late game.

      SP artillery: i'm surprised that you don't mention them as they are fast units they can attack the early game units which are slower and outrun them after the attack to stay out of their range. with a stack of 8 you can take out almost any single unit instantly and they are perfect to attack bigger stacks too.
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    • BMfox wrote:

      SP artillery: i'm surprised that you don't mention them...
      This was on my original list but I decided against it sense I had already put artillery on it. same reason why I left SP Anti-Air off. I thought that having artillery got the point across that they are great at attacking and don't take any damage. I felt like putting SP artillery was just redundant of posting regular Artillery
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    • BMfox wrote:

      Cruisers: cruisers have a smaller range then battleships and get destroyed by them, they can't locate subs what makes them still vulnerable. As I like to lock ships into battle with subs and then bombard them with destroyers without my destroyers being counter attacked. The combination of subs and destroyers is really powerful, they cost little resources and manpower so they are easy to replace.
      But DDs and subs can't attack land. I very rarely encounter enemy ships in the early game and when I do it's almost always DDs or the occasional sub, so I always go for cruisers first because they can support my coastal attacks and BBs are not economical in the early game.
    • I do not know what is criteria for 10 most useful units. Every unit have some advantage and disadvantage and all is based on strategy one wants to deploy and stage of game.
      But in my opinion :
      1. tactical bombers
      2. Interceptors
      You have to have air dominance to win the war.
      3. Arty ordinary or SP.
      4 AA guns ordinary or SP
      5. AT guns
      6. Light tanks
      7. Submarines
      8. Cruisers
      9.Destroyers
      10. Rockets
      11, Commandos
      12. Railroad gun
      Sorry, I can not decide for only ten and their order.
      Useless :
      1. Nuclear bomber with these new change it became even more worthless, too expensive and hard to use. You can use them only against someone who do not know how to play. Level one makes a little damage.
      2. Strategic bomber I use him only to strengthen my group of bombers and interceptors, group them with naval bombers and rocket fighters.
      3. Militia, cheap but slow, I use them only to guard some provinces. Canon fodder. Good in hills and forest.
      4. Heavy tanks, too slow, good only to defend some position.
      "Then, when you run out of ammunition and the enemy continues to advance - to the bayonet, when they break your knife - to your hands, when they break both of your hands - to your teeth, when you get the last tooth knocked out, as long as you move, as long you are there - attack! When they mortally wound you, see to it that you fall in their way, so they have to go around you, jump over you or move you - bother them even in death!" speech of lieutenant Tasic before battle of Cer 1914.
    • Can't say I agree with the order of this list, let alone all the units on there. Here's my list:

      #1. Tactical Bombers- Best Unit in the game, no question.
      #2. Submarine- Undersea raiders of high standing
      #3. Artillery-Why not soften them up first?
      #4. Anti-tanks. -Perfect to hold down provinces, extremely useful against light tanks. CHEAP
      #5.Commandos. -Once your original infantry is gone, this is the only infantry unit I produce.
      #6. Battleships- Some would argue for the cruiser, but they are all but worthless for bombarding land.
      #7. Medium Tanks- Blast through anything, anywhere except tank destroyers and crossing through cities.
      #8. Rockets- Will destroy armies stuck in place and landing armies like nothing you've ever seen.
      #9. Anti-air. -I only bother with this if my enemy has planes.
      #10. Naval Bombers- Defense is incredible.

      EXTRAS UNITS: (units you'd love to use, but never get around to)
      #1. Nuclear Rocket: destroys everything
      #2. Mechanized infantry- Best armoured unit, but it's hard to get to. And they eat!
      #3. Nuclear Submarine- hardly used, but incredible
      #4. Nuclear Bomber- If you can get the jump on your opponent, this is a quick wipe-the-stack clean move.
      #5. Rocket Fighter- If you are having real trouble with planes, get these.

      Feel free to comment.
      General Nightman

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      "War is fought in three ways. Helping your enemy to lose, helping your allies to victory or helping yourself to win. Any way you take it, you are always helping someone."

      The post was edited 1 time, last by General Nightman ().

    • BMfox wrote:


      Motorized/Mechanized infantry: Mechanized infantry is highly powerful, all tough from the armor branch they don't get a penalty in cities. Biggest bonus they are the fastest unit in the game and are strong on every terrain. Perfect unit for the late game. Disadvantage they are weak against anti tank. That's why it's still useful to keep producing Motorized infantry in the late game.
      Fun fact: mechanized infantry is not the fastest unit in the game. Armored car is faster. Also, Motorized infantry is just as fast on every level, but gets the level up a couple of days before mechanized infantry all the way through the research tree. Yes, the description of this unit in the research tree is false.
    • BMfox wrote:

      True, but why use armored cars in the late game when you have mechanized infantry?
      Because it is faster, has wider view and you have to research it to get tanks. I never use mechanized infantry do not research it at all. No need for them and they are vulnerable to planes and arty.
      "Then, when you run out of ammunition and the enemy continues to advance - to the bayonet, when they break your knife - to your hands, when they break both of your hands - to your teeth, when you get the last tooth knocked out, as long as you move, as long you are there - attack! When they mortally wound you, see to it that you fall in their way, so they have to go around you, jump over you or move you - bother them even in death!" speech of lieutenant Tasic before battle of Cer 1914.
    • patriota75 wrote:

      I never use mechanized infantry do not research it at all. No need for them and they are vulnerable to planes and arty.
      I disagree with this - mech inf has high AA marks (3), has more HP than armored car, and has better attack and defense than medium tanks (slightly less att/def against armor). This makes them very strong against all ground units that you could face, and a fantastic addition to any stack that could face tac bombers.
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    • patriota75 wrote:

      BMfox wrote:

      True, but why use armored cars in the late game when you have mechanized infantry?
      Because it is faster, has wider view and you have to research it to get tanks. I never use mechanized infantry do not research it at all. No need for them and they are vulnerable to planes and arty.
      they have the same speed, unless you researched armored cars what i find a waste as you can better research something more usefull like LT, MT, Tacs,...

      Eminem2891 wrote:

      patriota75 wrote:

      I never use mechanized infantry do not research it at all. No need for them and they are vulnerable to planes and arty.
      I disagree with this - mech inf has high AA marks (3), has more HP than armored car, and has better attack and defense than medium tanks (slightly less att/def against armor). This makes them very strong against all ground units that you could face, and a fantastic addition to any stack that could face tac bombers.
      What he said ;)
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    • Mechanized infantry is pretty well the best land unit in the game. I use it whenever I can, though the build requirements are steep.
      How dare you impune it's name. ;)
      General Nightman

      Retired Hero


      "War is fought in three ways. Helping your enemy to lose, helping your allies to victory or helping yourself to win. Any way you take it, you are always helping someone."
    • BMfox wrote:

      True, but why use armored cars in the late game when you have mechanized infantry?
      On a high level, probably no one. But if it is indeed speed on lamd that you want, the AC gains a lot more speed on upgrades then moto inf or mecha inf. Could be usefull for countries like russia where plane coverage is hardly ever achieved completely.

      Though the same could be said about mecha infantry. What I personally like about mecha infantry is that you hardly need to keep up research on it. On the first level it is decent enough to do its job and since the level ups are unimpressive compared to most other units it never really makes the priority list for me anymore after its initial research. So it makes it quite user friendly. Without clogging up the research slots.
    • I have only played 3 games in the tutorial map. I was fortunate to be in the winner's circle in all 3 (1 solo and 2 by coalition). As patriota75 pointed out, every unit have some advantage and disadvantage and all is based on strategy one wants to deploy depending on territory and stage of game. In all three games, I battled in North Africa, so here is my take is based on that type of terrain, where air power and tanks dominate (and use a lot of oil too! trade with allies!):
      1. Bombers- first tactical, and later strategic bombers,
      2. Interceptors, primarily to recon, patrol and protect bombers,
      3. Light tanks, Important in early days of the game
      4. Medium tanks.
      4. Artillery, ordinary or SP.
      5. AA guns. ordinary or SP
      6. Infantry- Important in early days of the game and good defensive unit to hold cities.
      7. AT guns- Also important in early days of the game and good defensive unit to hold cities.
      8. Cruisers- Lot of power before appearance of battleships.
      9. Battleships.
      10. Destroyers- cheap and good to use to protect fleet against subs and air units.
      Of course, in a different setting, such as the Pacific, naval units are likely to move up in importance.
    • It is style of play. i rather upgrade units i have than produce new one. You have to research and produce new units while you have units build and just upgrade them. I see that as a cheaper solution.
      Armored car are faster then any other ground unit and i like to take land whit them.
      when planes reach level 4 I produce them and rockets, land units just to take empty land.
      mark 3 against planes are not high enough for me. If they are in some stack rockets will do the job.
      Air domination is key in this game, I never saw victory by someone who did not had air domination.
      That is the reason i several times sad that planes marks should be reduced.
      "Then, when you run out of ammunition and the enemy continues to advance - to the bayonet, when they break your knife - to your hands, when they break both of your hands - to your teeth, when you get the last tooth knocked out, as long as you move, as long you are there - attack! When they mortally wound you, see to it that you fall in their way, so they have to go around you, jump over you or move you - bother them even in death!" speech of lieutenant Tasic before battle of Cer 1914.
    • gusv wrote:

      I have only played 3 games in the tutorial map. I was fortunate to be in the winner's circle in all 3 (1 solo and 2 by coalition). As patriota75 pointed out, every unit have some advantage and disadvantage and all is based on strategy one wants to deploy depending on territory and stage of game. In all three games, I battled in North Africa, so here is my take is based on that type of terrain, where air power and tanks dominate (and use a lot of oil too! trade with allies!):
      1. Bombers- first tactical, and later strategic bombers,
      2. Interceptors, primarily to recon, patrol and protect bombers,
      3. Light tanks, Important in early days of the game
      4. Medium tanks.
      4. Artillery, ordinary or SP.
      5. AA guns. ordinary or SP
      6. Infantry- Important in early days of the game and good defensive unit to hold cities.
      7. AT guns- Also important in early days of the game and good defensive unit to hold cities.
      8. Cruisers- Lot of power before appearance of battleships.
      9. Battleships.
      10. Destroyers- cheap and good to use to protect fleet against subs and air units.
      Of course, in a different setting, such as the Pacific, naval units are likely to move up in importance.
      Why produce AA to protect your troups when interceptors can do that more effectively because they are faster, this way the AA doesn't slow down your stack.

      Infantry? You start with more then enough at the start of the game so why would you produce more? Diversify your army and go straight for 5 AT, there after 5 artillery and then 5 tanks. With those troops you will tear any player that wasted his time producing infantry to shreds.

      Subs: they should be the first ship in the list. They are stealth to almost all units, highly effective against unescorted troops, kill expensive ships like cruisers and battleships and they don't even see it coming. Three subs locking a destroyer into combat will sink it rather fast.

      Also I don't use a lot of Navy as ships can't conquer provinces. Navy vs navy is just a waste of resources really. Ships are only usefull to protect your troops overseas and to protect your coastal provinces and subs are just fine for that.
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