Which Branch Do You Invest in the Most?

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    • one would say that Not upgrading ur units is a wastage of your economic potential. Going Wide and low allows for a quicker and more organic way to counter Your enemies, however.
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    • once i won using mostly just heavy tanks, it was my second or 3rd historical game ig.

      whowh wrote:

      Well, you can't fight a war without boots on the ground. Besides, due to the advantages of having a diversity of armor types it is important to have a lot of different types.
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    • Ivan Bukovec wrote:

      Not in this game
      Big mistake, motorized infantry is much better in many ways then AC and is a scout as well, Mechanized infantry is OP and doesn't cost goods which is really interesting, Commandos are stealth, militia in combination with anti tank are lethal in forests and cities where they are stealth and regular infantry is the perfect unit to stack together with your artillery to protect them. Every unit has it's use, you just need to know how to use it.
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    • Moto inf is a soft target and dies fast. The ac is extremly useful in his role as scout anti soft unit. Since soft targets die fast (less hp then armor unit) u dont need the meh i f as an ant soft unit. So save ress and researchtime and spent it on air and armor. The food is a nice eay to get some cash in game, since you dont need much if you dont build inf.
    • I develop in 3 phases.
      -----------------------------------------
      The first phase is development.
      I will optimise resource output and specialise core cities for a particular type of unit I wish to build in the future. In this phase it is possible to focus on certain resource types more than others, either optimise for industry building to increase resource output (mainly rare material, oil and steel), or optimise for a large army (resource focus depends on the type of unit).

      The first one will give rapid progress in resource output, which is its main focus, but, since it requires the same resources, will also be viable for tank production. The second one will be a more gradual increase in resource production, but will be able to produce and sustain a lot of different types of troops which overall would be more powerful than just tanks. In essense, the first option is focussed on long term strength whereas the second option is focussed on short term strength, overall i find myself gravitating towards the first option.

      --------------------------------------------
      The second phase is army building.
      In this phase I will build my troops, which are preferrably still low level at this point, as fast as possible.
      I usually build the following armies:

      Main force:
      From what I know, artillery is the most efficient way unit to deal with an enemy army and TD and infantry are best for defensive positions. When combining these 3 unit-types into 1, I get an unstoppable force that can destroy any army it faces and can fight many battles before having to retire.

      Deployment goes as follows:
      I move them up in 2 seperate armies that always work together, 1 full arty with some AA (both preferably motorised), and 1 full with infantry and TD (If needed, AA can be added here too). If done right, the arty will not have to be resupplied at all and the defensive wall (infantry and TD) can suffice with the slow production of the core cities.



      Scout force:
      MT and AC are both good scouts, I tend to have a medium army (sub 10) of upgraded MT to be strong and fast and multiple small armies of AC which I keep at a low level for easy production.

      These units are meant to harass my enemys cities from behind their front lines and destroy any production buildings and rob my enemy of their economic value, they are not meant to keep cities but rather to capture them and immediately leave for another. The scouts cannot handle a fight with enemy units and should avoid a battle if possible. If more scouts are needed, then the cheap and fast AC units can be made quickly in secure, captured cities.



      The air force:
      Even if you prefer to let AA handle the air superiority, sometimes enemy scouts will penetrate your frontline and they will try to do to you what your own scouts try to do to them. Sending ground units to intercept these may prove fruitless as you may not be able to predict their next course through your lands and scouts tend to be too fast to get caught, even in unfriendly territory. This is why bombers are always required to deal with such annoyances. The preferred unit for this is the tactical bomber because of its long range.



      Covert ops:
      Some commandos are always good to have to sneak around in enemy territory, but dont make too many of them or upgrade them too much as their limited speed and power are not really comparable to that of regular infantry when taking their cost into account.



      Home defense/auxilliary:
      These forces consist mainly of militia, AT and some AA. If needed these troops can be moved into key positions to defend strategic points. It is also worth noting that the militia unit, although very cheap and fast to make, will double in strength with each upgrade and has the bonus of stealth and is therefore a worthy unit to reinforce the main army with when the infantry there has grown to be too weak.

      ---------------------------------------------
      The third phase is the war, but i have already explained how i deploy each unit so this feels redundant.
    • Skygry wrote:

      I develop in 3 phases.
      -----------------------------------------
      The first phase is development.
      I will optimise resource output and specialise core cities for a particular type of unit I wish to build in the future. In this phase it is possible to focus on certain resource types more than others, either optimise for industry building to increase resource output (mainly rare material, oil and steel), or optimise for a large army (resource focus depends on the type of unit).

      The first one will give rapid progress in resource output, which is its main focus, but, since it requires the same resources, will also be viable for tank production. The second one will be a more gradual increase in resource production, but will be able to produce and sustain a lot of different types of troops which overall would be more powerful than just tanks. In essense, the first option is focussed on long term strength whereas the second option is focussed on short term strength, overall i find myself gravitating towards the first option.

      --------------------------------------------
      The second phase is army building.
      In this phase I will build my troops, which are preferrably still low level at this point, as fast as possible.
      I usually build the following armies:

      Main force:
      From what I know, artillery is the most efficient way unit to deal with an enemy army and TD and infantry are best for defensive positions. When combining these 3 unit-types into 1, I get an unstoppable force that can destroy any army it faces and can fight many battles before having to retire.

      Deployment goes as follows:
      I move them up in 2 seperate armies that always work together, 1 full arty with some AA (both preferably motorised), and 1 full with infantry and TD (If needed, AA can be added here too). If done right, the arty will not have to be resupplied at all and the defensive wall (infantry and TD) can suffice with the slow production of the core cities.



      Scout force:
      MT and AC are both good scouts, I tend to have a medium army (sub 10) of upgraded MT to be strong and fast and multiple small armies of AC which I keep at a low level for easy production.

      These units are meant to harass my enemys cities from behind their front lines and destroy any production buildings and rob my enemy of their economic value, they are not meant to keep cities but rather to capture them and immediately leave for another. The scouts cannot handle a fight with enemy units and should avoid a battle if possible. If more scouts are needed, then the cheap and fast AC units can be made quickly in secure, captured cities.



      The air force:
      Even if you prefer to let AA handle the air superiority, sometimes enemy scouts will penetrate your frontline and they will try to do to you what your own scouts try to do to them. Sending ground units to intercept these may prove fruitless as you may not be able to predict their next course through your lands and scouts tend to be too fast to get caught, even in unfriendly territory. This is why bombers are always required to deal with such annoyances. The preferred unit for this is the tactical bomber because of its long range.



      Covert ops:
      Some commandos are always good to have to sneak around in enemy territory, but dont make too many of them or upgrade them too much as their limited speed and power are not really comparable to that of regular infantry when taking their cost into account.



      Home defense/auxilliary:
      These forces consist mainly of militia, AT and some AA. If needed these troops can be moved into key positions to defend strategic points. It is also worth noting that the militia unit, although very cheap and fast to make, will double in strength with each upgrade and has the bonus of stealth and is therefore a worthy unit to reinforce the main army with when the infantry there has grown to be too weak.

      ---------------------------------------------
      The third phase is the war, but i have already explained how i deploy each unit so this feels redundant.
      Interesting strategy I'd wish to see this one. However, as a player that invests in military a lot I tend to ignore economic build up early on. I'd need forces to ensure that any early enemy incursions can be dealt with. A balanced strategy is better although yours I find to be promising. The timing however is difficult to achieve.
      "The supreme art of war is to subdue the enemy without fighting."

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    • KriegMaker wrote:

      Interesting strategy I'd wish to see this one. However, as a player that invests in military a lot I tend to ignore economic build up early on. I'd need forces to ensure that any early enemy incursions can be dealt with. A balanced strategy is better although yours I find to be promising. The timing however is difficult to achieve.
      Yes, it does rely a bit on good diplomatic skills to avert an early disaster, after that however, it becomes a very strong strat. I am currently employing it against germany and sovjet union in a historical game, both enemies are players, i play as india. At this point in my war, i have set up in the ural gap with the east all but secured. Their armies still outnumber mine, but my kill rate fluctuates between 2 and 3 and i have already bled the sovjets dry of an airforce, multiple major armies, their capital and other high production cities.

      The sovjets were way stronger than me at the beginning of the war in every sense of the word, yet i managed to capture over half their lands and am single handedly killing 2 major nations who, before i started the war, held the majority of the cities and points by far.. Even now the sovjet union has a lot more resources than i do, but is simply unable to produce units fast enough due to a destroyed infrastructure.

      The only reason i am currently fortifying my position instead of going for the killing blow is because i made a miscalculation with the last army i fought and as a result i lost all of my artillery and severly weakened my defensive wall (i placed my arty too close to the wall, and as such it was in range of the melee combat)
    • Also something i forgot to mention, if you really want to go all out on unit strength, then you could also make multiple arty groups with each 10 arty units and then position them behind each other on a line in such a way that they can all still fire on the troops engaging the defensive wall, that way you could probably easily have 3-5 groups with each 10 arty pieces firing.. such firepower would probably wipe out even the strongest of melee type armies in an instant..
    • Ivan Bukovec wrote:

      Moto inf is a soft target and dies fast. The ac is extremly useful in his role as scout anti soft unit. Since soft targets die fast (less hp then armor unit) u dont need the meh i f as an ant soft unit. So save ress and researchtime and spent it on air and armor. The food is a nice eay to get some cash in game, since you dont need much if you dont build inf.
      I will have to support Ivan here (partially). AC don't cost food, while mot infantry costs a lot so you can't get the large selling profit. However, I still prefer mot infantry as Axis early game, because AC are too slow for the early conquests where speed is valuable, have not so good offensive damage and they cost iron and oil. You need that for Industry and Axis have more expensive, but not slower to produce units so economy gets important, especially because the Axis medium tanks are powerful. Getting up economy quickly allows you to then produce a lot of MT while producing them from the start causes a way too slow economic growth.
      However, even as Axis the AC look pretty good lategame. The so common combination of 10 tactical + 10 attack bombers does way worse against light armour because both tacs and attack's are just average against it, while the 10 tac are very good against infantry, 10 attack against heavy armour.
      Planes are a common way to get rid of fast raiding units, so an argument for AC right there. Axis mot infantry is way faster though, and sometimes being faster means being able to surprise before the enemy gets on, and also being able to escape bombers faster if you happen to get attacked by them. The higher max level also means you spot high level stealth units easier, though I don't find it important, (just use Int scouting). Mot inf are better in cities which often make the chokepoints and have higher offensive damage too.
      I prefer mot infantry as Axis for the way higher speed and also because I have blueprints for it. As other doctrines, would say AC do overall better, Pan especially.
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    • Alexandera Nevsky wrote:

      I'm definitely army. Air force can be taken care of with anti air, and while navy is something important, I usually just get large stacks of battleships, top level destroyers to detect subs, and mostly use them to escort convoys.
      Anti Air can only get rid of airforce if you're very good at using it. Means always merge the AA into the main armies before battle and produce SPAA for better protection. That's a lot of extra research time and resources to invest and it makes your armies slower, though it soaks up damage. If you don't keep the AA merged into the larger armies one could just destroy them with tactical bombers. 10 tacs against 2 AA is very one-sided, even more than the same against 5 infantry. I see it as that AA is actually the least effective solution to plane attacks. A way better one is using strategic bombers and/or your own airforce, strats can destroy airports. Another one is making large armies of units, which works if the enemy doesn't have a strong counter army to yours. I would just say the air tech branch is more important than infantry and tanks, comparable if we factor in ordnance. Secret weapons are probably the most useless branch in the game.
      Battleships are ineffective. They have more attack and range but are slow, expensive, cost extra research time and are vulnerable to subs and naval bombers. I just see it as that cruisers are way better for overall naval superiority, though you still need high level destroyers with them.

      Alexandera Nevsky wrote:

      Missiles are useless if you have brains, keep your army in small stacks and delay then strike a target so they need quite a lot of shots to take down all units.
      Just send planes and destroy them at their airport. If your armies are moving fast enough they won't be hit, so there is nothing the enemy can do except withdraw on the slow trucks, which are easy to chase down though.
      However, rockets are useful for destroying airports or fortifications defended by AA, and damaging factories or economy in core cities. Wouldn't say they're useless, especially in the less competitive games where you don't usually get sniped.

      Alexandera Nevsky wrote:

      Usually, I have a stack of Mot. infantry, Heavy/Medium tank, and mobile AA, if important, no more than 2x the unit. Also, paratroopers and commandos for stealth and capital steal.
      Too much research to focus on. Mot infantry (or AC), (SP) Artillery, Interceptors and tactical+naval bombers. The naval bombers and SP Arty are mostly enough to defend water off as long as you scout properly, and so are able to react to an invasion in time. you could also add railroadguns as they take up rare materials and the research time isn't that long. If you still have more research time left, adding attack bombers or AA would be a good idea.
      "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?"

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    • I think the point of this game is that each unit is bested by some other unit. It's like rock/paper/scissors. So either you guess right or you go with a mixed military. Usually the mixed military is the best option in my opinion unless you can I find out what the enemy is using via spies/shared map/looking at resource prices/strategic position.

      Artillery/AA/AT is great against aircraft and tanks. But infantry can overwhelm it. Tanks and Tactical bombers can overwhelm infantry.

      Navy is great for support. Never feel safe next to a coast without naval supremacy. The whole point of the naval battle is to prevent enemy battleships from easily taking out your coastal cities/infrastructure/units - and doing just that yourself. And the question is how do you get rid of the opponent's navy and build enough ships to then destroy their ports. As soon as that goal is reached, naval supremacy is very difficult to lose. From then on you can build mostly battleships with a few cruisers against naval bombers (which can operate from further within the country).

      For Navy:
      Naval Bomber > Sub
      Naval Bomber > Destroyer
      Destroyer > Sub
      Battleship > Cruiser > Destroyer
      Cruiser > Naval Bomber

      Airforce is similarly great for support - can quickly move around and decide battles for you. But you can only use a lot of bombers if the enemy hasnt got a lot of interceptors. So again, first build the interceptors to win/keep air superiority and then safely use your bombers against small unprotected stacks. Don't build too many bombers if the enemy clearly has a lot of AA.

      Infantry was critized a lot above, but remember it is essentially most of your troops in the beginning of most maps. So researching normal infantry can be a good idea and they are a great defensive unit, particularly if accompanied with Artillery/AA/AT. I would also recommend building dedicated offensive and defensive stacks. The latter you leave behind during an invasion or use to secure territory you just conquered. For example the above as a defensive army (maybe add a motorised car for view) and an offensive army of tanks and motorised infantry with SP antiair and air support as a fast offensive army.

      Rockets are great for tactical puposes: fire at an airstrip and enemy aircraft is on the ground for a while. So usually the very first thing to do during a war as a first move to get air superiority. To counter this, always build at least level 2 airstrips in the first row of provinces, so they only go down to level 1 instead of completely destroyed.
      Railroad guns can be great overnight against an enemy with a lot of artillery.

      Nuclear weapons are great for strategic purposes and against huge stacks.