whowh wrote:
what, like that you all have Ikea furniture?RBoi200 wrote:
There are a lot of Swedish stereotypes...Andromeda wrote:
I'm SwedishComrade genz wrote:
Greta Thunberg units: I never built it but it's useful. As it changes terrain.
Units which I never use
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Comrade genz wrote:
whowh wrote:
RBoi200 wrote:
Andromeda wrote:
Comrade genz wrote:
Greta Thunberg units: I never built it but it's useful. As it changes terrain.
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Santa, crazy Soviet colouring book
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Commandos, after the introduction of scout units, comandos lose their Main advantage.
It's Easy to spam lvl 1 interceptors AND lvl 1 Armored cars, but it's hard to get comandos, if at least would be necesary get lvl 4 of scout units to reveal comandos i would use them again."Si crees que esto tendrá un final feliz, es que no has estado prestando atención" -
Comrade genz wrote:
Santa, crazy Soviet colouring book
Santa is a stealth flying unit. It acts like paratroopers but instead spawns fat men into chimneys that sabotage trees. -
Santa spawns fat men to kidnap children.
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vietcong2005 wrote:
Santa spawns fat men to kidnap children
If you kidnap too much, you'll get very fat.I should probably change what I write in here. -No one ever -
It also increases morale
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Andromeda wrote:
Comrade genz wrote:
Greta Thunberg units: I never built it but it's useful. As it changes terrain.
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Very late but still
Andromeda wrote:
Mechanized Infantry - I usually only use them with the allied doctrine. The other doctrines have units that are cheaper or more powerful then mech infantry
Andromeda wrote:
Artillery - Ever since Rocket Artillery & SPRA was introduced, I've found no need for artillery. In fact, there are some games where I abandon the whole ordnance branch.
If you decide to counter tanks in close combat though (AT as you use food/goods units?), it'll be difficult to defend off large front offensives. On a small front though, planes mostly don't make sense and those unarmoured units (slow but cost-effective in equal resources spent fights) become the best option. So yes, I could imagine RA working well sometimes, but not always.
Andromeda wrote:
Strategic Bombers - Rocket Artillery and SPRA are better at attacking buildings, and you don't have to worry about enemy AA.
Andromeda wrote:
Naval Bombers - I only use them in critical situations, like if the enemy unexpectedly and quickly destroys most of my navy.
"In CoW, don't stamp on things before looking. Rakes are everywhere!"
"Don't underestimate noobs; if they don't know what they're doing, how can you?"
Hornetkeeper -
Mine probably has to be naval bombers As well. As Hornet said they do have their uses. but they don't fit my playstyle at all."I don't know jeff!"
Chris kamara -
If you go to the basics, you just need navsl bombers and int. Navy is a waste, and mech inf is luxury you cant aford.
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Intresting to see how most of you dont use the most important ubits in the game. Maybe some rethinking is in order or you wont move up
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Ivan Bukovec wrote:
Intresting to see how most of you dont use the most important ubits in the game. Maybe some rethinking is in order or you wont move up
"I don't know jeff!"
Chris kamara -
As a basic always use int, ac, naval b, and one armor unit matching doctrine. Have aa and any form of arty, rrguns are best for mid to late game. Having this you can add sub and one more unit of choice. As allay you can ad 2-3 more. Thats about it. No research for more
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BMfox wrote:
Railroadguns: They are the slowest unit in the game, need to be protected against air and land units, high upkeep, costs a lot to produce and you don't get that much firepower in return. Give me tacs and attack bombers any day. They have a bigger range and are much faster, same goes for SP artillery, just shoot and retreat every 30 minutes.
Also, I never use strategic bombers for their lack of unit damage, AT for its lack of utility against unarmored units and lack of speed, and commandoes because of their lack of usefulness in most cases (scout units basically render them useless). -
Rand74 wrote:
commandoes because of their lack of usefulness in most cases (scout units basically render them useless).
There's something far more important about commando's than their stealth and it's the fact that they IGNORE fortifications. Depending on what units are sheltered in the fort, commando's can be an excellent choice.
Railroadguns are indeed a viable option when there are forts. You can also use them when you play an island turning your island impregnable or to guard important chokepoints like the straight of Panama, Suez, Bosphorus,...BMfox
Moderator
EN Community Support | Bytro Gmbh
Check out my YouTube channel: https://www.youtube.com/c/BMfoxCallofWar
Found a bug or need help? Send a ticket here! -
Well, Naval bombers is very useful to counter enemy landings. I was playing my 3rd game (Pacific theatre) as North Manchukuo (which at that time controls 3/4 of the entire asian coast including oceania). Pan asian doctrine give me viewrange advantage so i put approx 20 armored cars sctretched along the entire coast which serve as an outpost/radar. so everytime a large landing occures, my armored cars spot it and 10 naval bombers on each assigned region comes to destroy them. I also prepared 30 battleships, a bunch of cruisers& destroyers to push away any enemy carriers that would threaten my radar. With this counter landing tactics alone, my 20 naval bombers can hold off approximately 150 combined enemy units that try to land. British columbia was smart enough to give air protection during the landing but my interceptors shot theirs anyway
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Andromeda wrote:
Here are some units that I rarely/never use:
Mechanized Infantry - I usually only use them with the allied doctrine. The other doctrines have units that are cheaper or more powerful then mech infantry
Paratroopers - Maybe I would use them more often if it weren't for their long mobilization time (12 hours). While they are mobilizing they are just target practice for enemy artillery, which can destroy the paratroop before it is even done mobilizing.
Artillery - Ever since Rocket Artillery & SPRA was introduced, I've found no need for artillery. In fact, there are some games where I abandon the whole ordnance branch.
Strategic Bombers - Rocket Artillery and SPRA are better at attacking buildings, and you don't have to worry about enemy AA.
Naval Bombers - I only use them in critical situations, like if the enemy unexpectedly and quickly destroys most of my navy.
Feel free to comment your opinions!
Paratroopers I can agree, except in the Pacific.
Artillery seems fair enough, it depends on whether the enemy has more tanks or infantry. You've a point. They do make good coastal guns.
Strategic bombers — fair enough most of the time.
Naval bombers are invaluable. When defending coastline, a sub costs more to picket then an equivalent bomber, and is slower so only covers effectively 1/10 of the area. When defending coasts they are useful. Also excellent when co-oping with destroyers on submarine-killer ops, and good as a carrier-based aircraft.
I'm a bit surprised you didn't list SP anti-airAeroplanes 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:
I'm a bit surprised you didn't list SP anti-air
the nice thing about mech.inf is that it has pretty good AA values, when you add a few to a tank stack it becomes a real deterrent against air attack. I rarely use tank stacks though...
Agree about naval bombers, I start researching them as soon as my units see any blue around.
Artillery is good since it doesn't fight with the air force over the usage of rares.
It is knd of weird to compare artillery with strategic bombers, the range difference is enormous.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.
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