In this thread we will explore different strategies for invasion, and also look at some examples from my experience. Please reply.
First of all, let’s begin this topic with discussing the VARIEBLES of an invasion:
TERRAIN
AIR, ARMORED, INFANTRY, ARTILLERY AND SHIPS
INTEL
MORALE
RESEARCH
ETC.
Terrain. Although a virtually invisible feature, terrain is vital in any invasion. Terrain dis/advantages are very important. For example, a commando unit is sure to defeat a light tank unit. But if they fight in forests/hills/mountains/cities, the commandos would receive little damage. If they fight in fields, commandos would receive considerable damage. An example is when I once attack the USSR as Japan. They had a commando unit coming to meet my heavy tank in mountains. (both units were full health) I was confident and sent my heavy tank to battle. I did win, but had 0.3 health left at the end! So remember, terrain is vital. Good manoeuvre through appropriate terrain could win nearly any war.
Now let’s start on the more visible features of CoW. Always when deciding on an invasion, PLAN first. I usually codename my operations so that I’m more organized. Here is how you should plan invasions:
RESEARCH VITALS
Try to always use your research capabilities to the MAX. Although not necessarily perfect, this is how your research should roughly go (IF no research is already done at start)
Lets get back to the invasion topic. An invasion force should consist of balanced stacks. A rough idea for an invasion force is that it should contain quick units (L. tank, M. infantry), strong offensive tanks, sky supremacy and bombardment of enemy (strategic bombardment of appropriate cities that can be used for counter attack important), some anti-tanks, infantry filling, and one SP anti-air per stack. However your invasion force should vary according to your enemy.
And here is the last part of this thread, MY TOP TIPS:
*Try to attack from unexpected routes.
*if enemy has fortified borders remember to bombard first for maybe 2-3 hours and to match delay your attacking units.
*have an idea of how you are going to maintain the front.
*if attacking a long front, launch narrow front advances.
*try to surround urban cities since enemy usually keeps lots of troops in urban provinces so that they should keep the province. By surrounding and bombarding it you ensure maximum casualties induced and none taken.
*my BEST tip. Go read better threads!
First of all, let’s begin this topic with discussing the VARIEBLES of an invasion:
TERRAIN
AIR, ARMORED, INFANTRY, ARTILLERY AND SHIPS
INTEL
MORALE
RESEARCH
ETC.
Terrain. Although a virtually invisible feature, terrain is vital in any invasion. Terrain dis/advantages are very important. For example, a commando unit is sure to defeat a light tank unit. But if they fight in forests/hills/mountains/cities, the commandos would receive little damage. If they fight in fields, commandos would receive considerable damage. An example is when I once attack the USSR as Japan. They had a commando unit coming to meet my heavy tank in mountains. (both units were full health) I was confident and sent my heavy tank to battle. I did win, but had 0.3 health left at the end! So remember, terrain is vital. Good manoeuvre through appropriate terrain could win nearly any war.
Now let’s start on the more visible features of CoW. Always when deciding on an invasion, PLAN first. I usually codename my operations so that I’m more organized. Here is how you should plan invasions:
- Look at visible geographical positioning (e.g. UK island, USSR wide border). Think how your troops will attack. For example, if attacking the UK, would it be better to go through North Sea or English Channel?
- Understand your influence and control. See what air power you have, what areas are vital, everything that involves control. (e.g. if Japan and planning to attack USA look at what areas your navy has to control and where you need to take to create naval/air bases etc.)
- Try to find out exactly what your enemy has through espionage and scouting (mainly with Interceptors) base your build-up on this info, so if the enemy has 20 tanks and 1 infantry get tank destroyers. however always remember that even though you should focus more on a unit particular to the enemy, your army should ALWAYS be mixed.
- Go over details, discuss with allies, set a date, begin positioning and build up, complete your plan/s.
- Plan a defensive strategy too in case invasion fails and have a reserve troop (should contain defensive units like militia and tank destroyer rather than offensive units like motorized infantry and light tanks)
- INVADE!
RESEARCH VITALS
Try to always use your research capabilities to the MAX. Although not necessarily perfect, this is how your research should roughly go (IF no research is already done at start)
- Militia. Not a very strong unit, but cheap and fast to produce. Should be essential since it is arguably best defensive unit, and can also hold enemy back while building up. Another invisible use (SPECIALLY in 1.0) is their potential to overwhelm with numbers which can be VERY effective.
- Armoured Car. Armoured cars can go against ANY infantry unit, so they should be researched early. Although I personally have never seen them used in later stages of a game, they open the way to tanks and are useful.
- Light tank. You might think we should research infantry first, but no. If two players started research one on tank one on infantry, then produced for 2 days, who’d win? You have to try to get light tanks fairly early in the game. They are very good units that can be used even in very late stages. They can out-manoeuvre enemy but are best for quick invasion or counter offensive build up.
- Infantry. I believe that militia are more used and more produced than infantry as well as BETTER. I am not sure about dis/advantages of unit, but I know that it should be researched because otherwise Motorized/Mechanized infantry and commandos would remain locked.
- Mechanized Infantry. My personal favourite and probably best unit in the game. It gets both tank and infantry dis/advantages, so it is usable in nearly all terrain. Fast, Furious, got to research it! If you want you can research motorized infantry instead but they don’t get tank advantages and are just FAST infantry.
- Interceptor. The reason this came so late is because all units damage air forces and even if attacked by a large airforce a quick research and production of anti-air should do it. So, planes are not an early essential. By this point in the game though, you have to start thinking about your air force.
- Medium tank. If wanted, you could research this before M. Infantry. I put it rather late because the Light Tank is fairly equal and Medium Tanks should come in later as heavier and slower weapons to be used as a backbone.
- Tactical Bomber/Tank destroyers. Either would be good at this point as both are strong tank killers.
- Artillery. Basically LAST essential unit to research I believe. Quite useful in battle, but not that good in the game because of its melee weakness. However if behind an organized assault force they could become VERY useful. Also helpful for blasting fortifications.
- WHAT EVER YOU WANT AS ESSENTIALS ARE OVER.
Lets get back to the invasion topic. An invasion force should consist of balanced stacks. A rough idea for an invasion force is that it should contain quick units (L. tank, M. infantry), strong offensive tanks, sky supremacy and bombardment of enemy (strategic bombardment of appropriate cities that can be used for counter attack important), some anti-tanks, infantry filling, and one SP anti-air per stack. However your invasion force should vary according to your enemy.
And here is the last part of this thread, MY TOP TIPS:
*Try to attack from unexpected routes.
*if enemy has fortified borders remember to bombard first for maybe 2-3 hours and to match delay your attacking units.
*have an idea of how you are going to maintain the front.
*if attacking a long front, launch narrow front advances.
*try to surround urban cities since enemy usually keeps lots of troops in urban provinces so that they should keep the province. By surrounding and bombarding it you ensure maximum casualties induced and none taken.
*my BEST tip. Go read better threads!
“I do not love the sword for its sharpness, nor the arrow for its swiftness, nor the warrior. I love only that which they defend.”
“If you win, you need not explain!”
“What difference does it make if destruction is wrought under the name of dictators or in the name of democracy?”
War is Peace
Slavery is Freedom
Weakness is Strength
“If you win, you need not explain!”
“What difference does it make if destruction is wrought under the name of dictators or in the name of democracy?”
War is Peace
Slavery is Freedom
Weakness is Strength
The post was edited 1 time, last by GrandEmpire ().