Use Commandos

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    • Use Commandos

      Today I’m going to be talking about commandos and why more people should use them. Now the obvious advantage of commandos is that they are stealth on all terrain but have you really thought about what that means because I have. Now if you have commandos since they are stealth that means they are hidden from artillery unless there is a scouting unit nearby so if you have a pesky RRG then they can sneak up to it and take it out. Also the main defensive scouting unit is the armored car and commandos are strong against light armor which makes them perfect for taking out support units like SPAA and SP arty as well as their main purpose of wreaking havoc on production behind enemy lines. But I think the best feature of commandos that I believe is overlooked is that they ignore fortifications so I say that makes them the perfect unit to take out that pesky arty dug into the side of a mountain so you can finally make an opening in the front. Overall I think commandos are underrated and should be used more and if you already use them then good job.
      “If nature doesn’t kill us in the next few decades we will take matters into our own hands” -Habo778 (me)
    • I feel as if the 1.0 commandos and the 1.5 commandos are completely different units. The 1.0 commandos are more like assault troopers (20.0 damage against inf in mountains) while the 1.5 commandos are more like elite saboteurs.

      It is a bit like (to use context) the Royal marine commandos vs the SAS. The Royal Marines were about being elite troops that punched hard while the SAS are more about sabotage and taking out targets.
    • whowh wrote:

      I feel as if the 1.0 commandos and the 1.5 commandos are completely different units. The 1.0 commandos are more like assault troopers (20.0 damage against inf in mountains) while the 1.5 commandos are more like elite saboteurs.

      It is a bit like (to use context) the Royal marine commandos vs the SAS. The Royal Marines were about being elite troops that punched hard while the SAS are more about sabotage and taking out targets.
      Great Comparison I feel the same way. In 1.0 I used commandos as a mid-late game unit to replace my infantry in my offensive stacks but in 1.5 I use them to destroy particularly difficult forts, take out artillery and destroy enemy production from behind their lines.
      “If nature doesn’t kill us in the next few decades we will take matters into our own hands” -Habo778 (me)
    • Habo778 wrote:

      Also the main defensive scouting unit is the armored car and commandos are strong against light armor which makes them perfect
      Few players use armoured cars as they are a weak early game unit that gets wrecked by light tanks. The ultimate scout unit for me is the motorized infantry as they are super fast and have great stats. If there's one unit that can give a commando a good fight it's motorized infantry. Also interceptors can reveal stealth units.
      BMfox
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    • BMfox wrote:

      Habo778 wrote:

      Also the main defensive scouting unit is the armored car and commandos are strong against light armor which makes them perfect
      Few players use armoured cars as they are a weak early game unit that gets wrecked by light tanks. The ultimate scout unit for me is the motorized infantry as they are super fast and have great stats. If there's one unit that can give a commando a good fight it's motorized infantry. Also interceptors can reveal stealth units.
      Finally someone who actually uses motorized infantry.
      I should probably change what I write in here. -No one ever
    • BMfox wrote:

      Habo778 wrote:

      Also the main defensive scouting unit is the armored car and commandos are strong against light armor which makes them perfect
      Few players use armoured cars as they are a weak early game unit that gets wrecked by light tanks. The ultimate scout unit for me is the motorized infantry as they are super fast and have great stats. If there's one unit that can give a commando a good fight it's motorized infantry. Also interceptors can reveal stealth units.
      Actually, I do. The reason for this is that you can produce more cars ASAP than motorized infantry, as well as the fact that they are a defensive unit, relegating them more as escorts for artillery and SPA than tank support.
    • Fully agree, cars are critical for rapid early expansion.

      I don't produce a lot of mot inf until food and goods production are well developed, as those same resources are needed for recruitment stations.

      The primary drawbacks of commandos are slower speed and need of AA protection.
      Bored with the same old maps?
      Try playing Chess and Go for a few years, it may change your perspective.
    • BMfox wrote:

      Habo778 wrote:

      Also the main defensive scouting unit is the armored car and commandos are strong against light armor which makes them perfect
      Few players use armoured cars as they are a weak early game unit that gets wrecked by light tanks. The ultimate scout unit for me is the motorized infantry as they are super fast and have great stats. If there's one unit that can give a commando a good fight it's motorized infantry. Also interceptors can reveal stealth units.
      There are good reasons to opt for armored cars over motorized infantry,

      -available earlier
      -better defense against aerial units at comparable lvl
      -more HP/health in the end
      -different building and resources (no food)
      -defensive, you dont always have the choice in fighting, when you are attacked is up to the enemy. So, AC's are better in that respect. A stack of AC's has very respecable attack power when pouring into unprotected areas behind enemy lines, but without support, defense against enemy units, especially aerial units, survivability (defense + health) is vital.

      In any case, Commando's are really nich, so they suck as they are expensive and require research resources are limited so pick the (10/least) best units you need, not 11 or more.

      The post was edited 1 time, last by Gen. Smit ().

    • Gen. Smit wrote:

      BMfox wrote:

      Habo778 wrote:

      Also the main defensive scouting unit is the armored car and commandos are strong against light armor which makes them perfect
      Few players use armoured cars as they are a weak early game unit that gets wrecked by light tanks. The ultimate scout unit for me is the motorized infantry as they are super fast and have great stats. If there's one unit that can give a commando a good fight it's motorized infantry. Also interceptors can reveal stealth units.
      There are good reasons to opt for armored cars over motorized infantry,
      -available earlier
      -better defense against aerial units at comparable lvl
      -more HP/health in the end
      -different building and resources (no food)
      -defensive, you dont always have the choice in fighting, when you are attacked is up to the enemy. So, AC's are better in that respect. A stack of AC's has very respecable attack power when pouring into unprotected areas behind enemy lines, but without support, defense against enemy units, especially aerial units, survivability (defense + health) is vital.

      In any case, Commando's are really nich, so they suck as they are expensive and require research resources are limited so pick the (10/least) best units you need, not 11 or more.
      Lo, I seem to have missed this thread at the time, but BM's statement is indeed not very accurate. In fact many players use AC's and for very good reasons, some of which Smit just mentioned. In fact AC's are usually the only unit from the armor branch I build at all.
      When the fake daddies are curtailed, we have failed. When their roller coaster tolerance is obliterated, their education funds are taken by Kazakhstani phishers, and their candy bars distributed between the Botswana youth gangs, we have succeeded.
      - BIG DADDY.
    • Militia; the poor man's Commando.
      [WARNING: Contains Hyperbole)

      Thanks for pointing out that Commandos are also 'stealth' in Plains terrain, but Militia still beat them...

      I didn't used to even research, Militia, until I realized that they are not your typical, stackable fighting unit. They are more like the Spy unit in the old Tesla Wars game...
      Now, I research them, as soon as I cap a city with a barracks.

      Advantages:
      Cheaper, expendable, faster to produce, available earlier, faster movement then the unwieldy stacks players insist on marching in. (You stack to fight; not to march.)
      Elite Militia allow one to win the game, before Commandos are even available to research... A level one Commando is going to be spotted by a destroyer 30 miles off shore, while your Elite lvl3 Militia is having a croissant, in a Parisian Cafe, un-noticed

      Like, Troop Transports; always upgrade, Militia or AT guns as soon as it is available. Best bang for your buck in this Economy intensive game...

      The fact that they must stick to the Forest and such, makes their movement paths fun, and exciting for your opponent. (Once, Sweden, who had declared war on ME, wrote in his 'quit message', to 'go terrorize someone else'. It was probably the Militia...)

      Gambit #69: Get RoW with everyone you can; never Shared. Fill every one of their Dots with Militia.... It's just insurance: Some Allies turn to the dark side Terrorize them in your sleep.)

      (And, no; Cars are not fighting units, but you do need one per stack... When you split the stack to march. force march the Car to the next dot, and your entire stack avoids the 'moving on enemy territory' degradation. Your entire frontline moves twice as fast: You win the game in 2 weeks, instead of 4.)

      "Only AI wannabes stack an AA gun with an infantry unit and expect to get anywhere this year" - Ronald McDonald

      The post was edited 7 times, last by Crian Carpenter ().

    • Gen. Smit wrote:

      There are good reasons to opt for armored cars over motorized infantry,
      -available earlier
      -better defense against aerial units at comparable lvl
      -more HP/health in the end
      -different building and resources (no food)
      -defensive, you dont always have the choice in fighting, when you are attacked is up to the enemy. So, AC's are better in that respect. A stack of AC's has very respecable attack power when pouring into unprotected areas behind enemy lines, but without support, defense against enemy units, especially aerial units, survivability (defense + health) is vital.

      In any case, Commando's are really nich, so they suck as they are expensive and require research resources are limited so pick the (10/least) best units you need, not 11 or more.
      Why not both? Motorised infantry is inherently offensive, armoured cars defensive (though they can be used offensively, particularly Japanese ones with their excellent stats and high view range); this alone makes them an ideal stack. Moreover an armoured car is classed as light armour, with more health, giving it certain utilities. They also have better anti-air. Motorised infantry have their own advantages too. Stacking an armoured car with three or four motorised infantry makes a most respectable cavalry uni, while mechanised infantry and tanks are best left for infantry support.
      Aeroplanes are interesting toys but of no military value.
      — Marshal Foch

      A pretty mechanical toy [...] the war will never be won by such machines.
      — Lord Kitchener, on tanks
    • Lord Crayfish wrote:

      Why not both?

      Because having both dilutes your research, and there is rarely need to build different units with similar functions. MI's and AC's are both fast scouting units. Sure, they can also fight, but both are somewhat fragile, and both should be primarily used in a scouting role after the first few days. At the start, Everything is Awesome.

      Similar example, you could build regular and motorized artillery, but if you're going the motorized route then it's silly to keep upgrading regular artillery. Focus on maximizing the one that's best for you, depending on doctrine and resource production. Comintern with lots of food? Regular arty. Allies with lots of oil? Motorized arty.
    • z00mz00m wrote:

      Lord Crayfish wrote:

      Why not both?
      Because having both dilutes your research, and there is rarely need to build different units with similar functions. MI's and AC's are both fast scouting units. Sure, they can also fight, but both are somewhat fragile, and both should be primarily used in a scouting role after the first few days. At the start, Everything is Awesome.

      Similar example, you could build regular and motorized artillery, but if you're going the motorized route then it's silly to keep upgrading regular artillery. Focus on maximizing the one that's best for you, depending on doctrine and resource production. Comintern with lots of food? Regular arty. Allies with lots of oil? Motorized arty.
      Research efficiency is important!

      Interesting that this isn't mentioned above on the ways armored cars are better. You only need to research armored cars. There are no preliminary research necessary. With Motorized Infantry, you also need to research Infantry. Plus since you already start with two, if you keep them relatively healthy, you can research advanced levels and upgrade the starting ones.
    • Back to Commandos. Why do they claim land? In Conflict of Nations they have very nice role of hunting aircrafts on airports but it's impossible to do in CoW because they claim land so they will be spotted hours before they can reach any airport.

      So whats the purpose of Commandos if they can't work behind enemy lines? Are they front line unit?
    • Sewur wrote:

      Back to Commandos. Why do they claim land? In Conflict of Nations they have very nice role of hunting aircraft on airports but it's impossible to do in CoW because they claim land so they will be spotted hours before they can reach any airport.

      So whats the purpose of Commandos if they can't work behind enemy lines? Are they front line unit?
      This probably counts as "necroposting" but here are my thoughts:
      1) Commandos claim land because that is what all land units in CoW do. As always, the function of any unit in this game, which is representative like all games, should be harmonious with all others by obeying similar rules along the same game mechanics.
      2) Call of War is not Conflict of Nations. It is separate and distinct. It is like Supremacy 1914 or Iron Order 1919. Just because something exists in CoN does not mean this game needs it.

      3) I do not think of commandoes as front line units. When there is a defined "front line" at all, my frontlines tend to use regular infantry, mech infantry, artillery, and usually medium tanks. Once these have broken through the line, motorised infantry and armoured cars, maybe augmented by light tanks, should exploit the breakthrough by capturing the lightly defended rear. Of course air support ought to be offered throughout.

      Where commandoes shine is in raids behind enemy lines, in order not so much to capture land as to destroy buildings, seize loot, and divert enemy forces. especially to before a true breakthrough can be made. They can do this via sea landings or moving into defenceless provinces, particularly in forests. Many or most players put airfields just behind the front lines and in doing so place them in harm's way.

      4) Keep in mind that this is a battalion, and such large forces seldom if ever took part in any raid undetected.
      If you want forces that can quickly move behind to enemy lines, there are also paratroopers. This is in fact one of their main purposes. They are not so good against aircraft convoys though. I usually use tactical and attack bombers on those.
      Aeroplanes are interesting toys but of no military value.
      — Marshal Foch

      A pretty mechanical toy [...] the war will never be won by such machines.
      — Lord Kitchener, on tanks