Infantry: A wise decision, because you have them already, terrain objectives, and city control. Be careful of going too hard with infantry; I lost over 120 infantry (no coin) with a South America coalition, fighting a North USA coalition and I was in shock & oar. Last time I ever go worst with an infantry movement.
Militia are descent, especially with the %75 bonus defence on hills. Militia have been mentioned a number of times and should remain concurrent that they best accompany anti tank and anti air equipment.
Armour: Also as mid game choice, this movement best corresponds with a stronger coalition. Light Armour is tactful and may also be useful in unit stacks, rather than timely upgrades for anti tank equipment, why not just continue more light tanks, they can always branch out and decrease fog of war. A strong sized force of light tanks will be much more in its ability upon a large geographical game-plan.
Medium tanks are the way to go, taking a lot more hit points, not as slow as heavy tanks, reliable with some SP anti air. depending on game plan, medium armour can be easier to maintain with air to air cover and with militia movements so as to hold ground.
Artillery: Early game construction should include at least one infrastructure, use this immediately for an artillery unit or an armoured, depending on coalition type.
SP artillery is really really good for mid game, to mostly benefit this move start research asap, otherwise they can be quite useful on ALL COUNTRIES; ALL IN. In this event it is that collective artillery can maintain a formidable defence beneficial to small and medium nations, especially if these types are attempting to expand.
Anti air: Great movement to ensure for mid game, can save you a bucket load of oil depending on nation type, using these with coalition is strongly advised, they are good in support and are deadly in defence. SP anti air are ruthless in a mid game if you gain advantage. As end game units they are lesser in effect but are able to hold city grounds none the less.
Naval: First of all I will give a big thumbs up to submarines, these units are really good on terms of resources and can absolutely devastate an enemy incursion.
To be sure, I will maintain my favourite unit for early game developments and enjoy the destroyer movements; a) These are able to hold an anti air move (stay with upgrades ), b) They are just faster, so scout the enemy without fear of submarines, and c) Just a few of these (2-3) can hold out on a cruiser ship movement and only require a level 1 Naval base, recommended for nation states attached to landlocked countries with lesser Naval opportunity.
Battleships are always best, good with anti air capabilities, if you are planning a Naval strategy then get going with these asap because they devastate whence they are upgraded. To play out Nuclear battleships might likely be a great end gamer but these will only burden the necessary upgrades for a players strong oil economy...also that they have lesser anti air....Having put all this forward...it is that Subs and destroyers are best early gamerz, about 1 destroyer to 6 subs is best...
Air: Here is an interesting one, I have noticed quite a few ambiguities and certain changes here. So I will put this blatantly; air needs to be accounted for on any terrain type...so...there is no use telling all your buddies how to maintain a successful air control and not realise the game changes, then so does the terrain...right...and then of course there are those that tell you to place groups of 3, 5 and 7 to hover about and destroy enemy movements, yes...this can work quite well, especially with good correspondence, until there is a big stack of anti air to blow you away... So really, the best way is to be %100 for sure, and send in the hardest best strike to overwhelm an enemy movement.........right.....so then.......if an ally, or ones own units are getting artillery bombarded, then you want those SOBs wiped out asap.....do this immediately......GET SOME (military score).
Special: There is no real easy way to put this, when it comes to early game special, the universal answer will be rail gun...no matter where your nation is, this is the best option if you can get away with it. Otherwise, get with Nuclear research asap, especially if any coalition type will allow for this.
All this aside, you could just be a friendly person and give all your rare metal to an ally and not be a typical multi user player...but hey...at least it keeps the game going....
I thankyou for reading this forthwith and will post again.....with response type.
Militia are descent, especially with the %75 bonus defence on hills. Militia have been mentioned a number of times and should remain concurrent that they best accompany anti tank and anti air equipment.
Armour: Also as mid game choice, this movement best corresponds with a stronger coalition. Light Armour is tactful and may also be useful in unit stacks, rather than timely upgrades for anti tank equipment, why not just continue more light tanks, they can always branch out and decrease fog of war. A strong sized force of light tanks will be much more in its ability upon a large geographical game-plan.
Medium tanks are the way to go, taking a lot more hit points, not as slow as heavy tanks, reliable with some SP anti air. depending on game plan, medium armour can be easier to maintain with air to air cover and with militia movements so as to hold ground.
Artillery: Early game construction should include at least one infrastructure, use this immediately for an artillery unit or an armoured, depending on coalition type.
SP artillery is really really good for mid game, to mostly benefit this move start research asap, otherwise they can be quite useful on ALL COUNTRIES; ALL IN. In this event it is that collective artillery can maintain a formidable defence beneficial to small and medium nations, especially if these types are attempting to expand.
Anti air: Great movement to ensure for mid game, can save you a bucket load of oil depending on nation type, using these with coalition is strongly advised, they are good in support and are deadly in defence. SP anti air are ruthless in a mid game if you gain advantage. As end game units they are lesser in effect but are able to hold city grounds none the less.
Naval: First of all I will give a big thumbs up to submarines, these units are really good on terms of resources and can absolutely devastate an enemy incursion.
To be sure, I will maintain my favourite unit for early game developments and enjoy the destroyer movements; a) These are able to hold an anti air move (stay with upgrades ), b) They are just faster, so scout the enemy without fear of submarines, and c) Just a few of these (2-3) can hold out on a cruiser ship movement and only require a level 1 Naval base, recommended for nation states attached to landlocked countries with lesser Naval opportunity.
Battleships are always best, good with anti air capabilities, if you are planning a Naval strategy then get going with these asap because they devastate whence they are upgraded. To play out Nuclear battleships might likely be a great end gamer but these will only burden the necessary upgrades for a players strong oil economy...also that they have lesser anti air....Having put all this forward...it is that Subs and destroyers are best early gamerz, about 1 destroyer to 6 subs is best...
Air: Here is an interesting one, I have noticed quite a few ambiguities and certain changes here. So I will put this blatantly; air needs to be accounted for on any terrain type...so...there is no use telling all your buddies how to maintain a successful air control and not realise the game changes, then so does the terrain...right...and then of course there are those that tell you to place groups of 3, 5 and 7 to hover about and destroy enemy movements, yes...this can work quite well, especially with good correspondence, until there is a big stack of anti air to blow you away... So really, the best way is to be %100 for sure, and send in the hardest best strike to overwhelm an enemy movement.........right.....so then.......if an ally, or ones own units are getting artillery bombarded, then you want those SOBs wiped out asap.....do this immediately......GET SOME (military score).
Special: There is no real easy way to put this, when it comes to early game special, the universal answer will be rail gun...no matter where your nation is, this is the best option if you can get away with it. Otherwise, get with Nuclear research asap, especially if any coalition type will allow for this.
All this aside, you could just be a friendly person and give all your rare metal to an ally and not be a typical multi user player...but hey...at least it keeps the game going....
I thankyou for reading this forthwith and will post again.....with response type.
The post was edited 3 times, last by bigboss_ironfist ().