Updated on 21 November, after the release notes of the 11th November where drastic changes were added to each doctrine. Please note that my game was played before that so I started with more resources and manpower than what is the case today
Hi everyone,
A lot of players have requested an Allies doctrine guide so here it is.
Allies doctrine appears to be the hardest to play so check it out.
Let's start with their bonuses:
Troops take -30% less time to produce: this is great as you can build an army fast at the start of the game with your available resources.
Research cost and time reduced by 25%: so not only can you build an army faster than other players but you can save resources in research which enables you to produce even more units or to invest the saved resources in your economy. Having less research time means that you can unlock certain technologies faster. Afterwards you also produce those troops faster. This gives you an extra edge for at least a couple of hours with each new technology that becomes available. Having the ability to produce some medium tanks a couple of hours sooner than the other players could swing the balance into your direction.
Upgrade time and cost is 20% less: resources are limited so having cheaper upgrades means that it's easier to upgrade your units in the early game. I'm immediately thinking about the level 2 upgrade for infantry on day 2 for example which costs a lot of food and goods. Especially goods in the early game happen to be scarce.
Speed decreased with 10%: This is a real bummer, imagine a battle with Pan-Asian which have a 20% speed increase. That's a difference of 30%. I' also thinking about Axis which has higher 15% hitpoints and deals 15% more damage. You don't want an Axis catching up with you and tearing you to shreds.
Overall I like these bonuses. You can play very resource efficient and you get an economical advantage trough-out the game. You can upgrade your army easily and maintain a highly upgraded army which gives you a dangerous edge. The longer the game goes on the more dangerous an Allies player becomes.
Unit bonuses:
Infantry (unarmoured) branch:
Motorized infantry upgrades become available 1/2 days later: This penalty puts you in the disadvantage with an Axis player.
Commando's have a 15% increased attack versus unarmoured units, move 15% faster and the research is unlocked two days sooner.
Paratroopers cost 15% less to produce and have 10% more hit points.
I'm not really enthusiast about those bonusses as both commando's and paratrooper are niche units that aren't used on a large scale. However they can turn the game around in certain situations. When you need them it's good to have the additional bonus. Overall I find the Allies infantry branch rather poor.
Ordnance branch:
Anti-Tank upgrades become available 1/2 days later: I can live with this as artillery, and SP artillery counters armour too.
SP artillery has 10% extra hit points and deals 15% more damage, the upgrades become 1/2 days sooner available. This makes the Allies SP artillery the best in the game.
I'm not really enthusiast about these bonusses either. The Allies ordnance branch is pretty weak overall. Yes I can imagine those SP Artillery stacks running around causing havoc but you need to survive the early game for that.
Tank branch:
Both Light and Medium tank research becomes available 1/2 days later
Tank Destroyer as 15% speed bonus, a 15% reduction in the production cost and the upgrades become 1/2 days sooner available.
Also here there are no significant bonusses. Luckily the Tank Destroyer is cheaper but even with it's 15% speed bonus it's still slow as Allies get a 10% speed penalty.
Also the tank branch of Allies is weak, as a matter of fact I wouldn't even bother making tanks with Allies at all. Axis have good armour, Comintern medium tanks and heavy tanks get a bonus and Pan Asian Light tanks get an additional speed bonus which makes them completely OP. You can't simply cut it with Allies tanks.
There's one light at the end of the tunnel which is the Allies Tank Destroyer, the best TD in the game. In combination with the best SP artillery in the game you should be able to stand your ground against the armoured units of other doctrines.
Air branch:
Interceptor upgrades become 1/2 days sooner available
Tactical bombers have 15% extra damage output against light armoured units, have a 15% extra range and the upgrades become 1/2 days sooner available.
Strategic bombers have both 15% extra attack range but they get 15% more hit points so they are harder to kill
With the Allies speed bonus the interceptor and Tactical bomber will be instrumental to stop your enemy and to support the advancement of your ground forces. The Allies tactical bomber is the best one in the game. With the increased range of Tactical bombers and interceptor upgrades that become available your range will be larger than Axis and Comintern. The strategic bomber can be useful to disrupt the enemy supply lines, industry, production, fortifications and airbases.. Especially with it's increased range since the 11th November patch.
Allies air force needs to be very careful while fighting Pan-Asian doctrine. Pan-Asian is not only 30% faster but their interceptors have 15% extra range, they deal 15% extra damage versus all planes and just like allies they unlock upgrades also 1/2 earlier so also here Allies have no advantage. The is makes the Pan-Asian doctrine extremely dangerous in air versus air combat. The can attack you fast and retreat faster and you aren't able to counter attack them. As interceptors are better in offense than in defence Allies airplanes will take significant damage while fighting Pan-Asian.
Navy:
Destroyers gets a 15% extra damage output versus submarines, moves 15% faster and the upgrades become 1/2 days sooner available
Submarines: upgrades 1/2 days later available
Aircraft carrier upgrades become 1/2 days sooner available.
As Allies go heavy on the air units an aircraft carrier upgrade that is sooner available means that you can transport more planes to support your beach landings. The destroyer with it's bonus makes it a perfect escort ship for convoys.
However it's still a very weak bonus as allies have a 10% speed penalty. Keep in mind that Pan-Asian battleships are OP and Comintern cruisers also get a good bonus. Axis both have 15% more hit points and deal 15% more damage which nullifies your destroyer bonus. Not to forget that Axis subs get an additional 15% speed increase, deal 15% more damage against ships.
Overall Allies has the weakest navy of all the doctrines.
Secret Branch
Nuclear rocket, bomber and bomb become available 2 days sooner.
The nuclear bomber gets an additional 15% range (just like their strategic bomber) and more importantly their nuclear bomber has 15% extra hitpoints which makes it harder to kill. As you all know, nuclear bombers can get killed easily by interceptors or by the AA level of land units. At least it increases the chance of success a bit.
That's all you get for secret branch bonusses. I doubt that many Allies players will be able to make it to day 18 to make use of it to turn the tide.
My opinion about Allies doctrine:
The Allies doctrine is a powerhouse if the player is left alone to grow stronger. The early game and mid game of Allies is weak to say the least. Yes they can produce their units 30% faster which means you might have a bit larger armies but you'll run also out of manpower faster. The unit bonuses aren't great and the doctrine doesn't excel in anything. This is without doubt the most difficult doctrine to play. Yes the lower research and upgrade cost means that you can get a high tech army faster and easier. However in the early game you don't have the resources available to upgrade your units. Allies is good in the hands of an experienced player. Allies can also be good for beginners as they tend to be less aggressive and make friends first which gives them time to develop their army. Still I'm not gonna hide it, I'm not a fan of the doctrine but I'll give it a try.
My strategy:
I'll try to exploit the few available bonuses so on land I will use stacks of Commando's, SP artillery and Tank destroyers. The commandos should deal with any unarmoured units and the tank destroyers against armoured units obviously and the SP artillery can support with ranged fire. Those land units will be supported by a large fleet of tactical bombers and interceptors. I haven't used Strategic Bombers up till now but as they get a bonus I'll give it a try. Navy is the Allies Achilles Heel that's for sure. So I'll try to stay away from sea battles and only use navy to keep my convoys safe at sea. In addition of these troops all use naval bombers and SP AA, they don't get bonusses but I'll need them to protect myself against an invasion and Axis Attack bombers.
Wish me luck, I'll need it
Hi everyone,
A lot of players have requested an Allies doctrine guide so here it is.
Allies doctrine appears to be the hardest to play so check it out.
Let's start with their bonuses:
Troops take -30% less time to produce: this is great as you can build an army fast at the start of the game with your available resources.
Research cost and time reduced by 25%: so not only can you build an army faster than other players but you can save resources in research which enables you to produce even more units or to invest the saved resources in your economy. Having less research time means that you can unlock certain technologies faster. Afterwards you also produce those troops faster. This gives you an extra edge for at least a couple of hours with each new technology that becomes available. Having the ability to produce some medium tanks a couple of hours sooner than the other players could swing the balance into your direction.
Upgrade time and cost is 20% less: resources are limited so having cheaper upgrades means that it's easier to upgrade your units in the early game. I'm immediately thinking about the level 2 upgrade for infantry on day 2 for example which costs a lot of food and goods. Especially goods in the early game happen to be scarce.
Speed decreased with 10%: This is a real bummer, imagine a battle with Pan-Asian which have a 20% speed increase. That's a difference of 30%. I' also thinking about Axis which has higher 15% hitpoints and deals 15% more damage. You don't want an Axis catching up with you and tearing you to shreds.
Overall I like these bonuses. You can play very resource efficient and you get an economical advantage trough-out the game. You can upgrade your army easily and maintain a highly upgraded army which gives you a dangerous edge. The longer the game goes on the more dangerous an Allies player becomes.
Unit bonuses:
Infantry (unarmoured) branch:
Motorized infantry upgrades become available 1/2 days later: This penalty puts you in the disadvantage with an Axis player.
Commando's have a 15% increased attack versus unarmoured units, move 15% faster and the research is unlocked two days sooner.
Paratroopers cost 15% less to produce and have 10% more hit points.
I'm not really enthusiast about those bonusses as both commando's and paratrooper are niche units that aren't used on a large scale. However they can turn the game around in certain situations. When you need them it's good to have the additional bonus. Overall I find the Allies infantry branch rather poor.
Ordnance branch:
Anti-Tank upgrades become available 1/2 days later: I can live with this as artillery, and SP artillery counters armour too.
SP artillery has 10% extra hit points and deals 15% more damage, the upgrades become 1/2 days sooner available. This makes the Allies SP artillery the best in the game.
I'm not really enthusiast about these bonusses either. The Allies ordnance branch is pretty weak overall. Yes I can imagine those SP Artillery stacks running around causing havoc but you need to survive the early game for that.
Tank branch:
Both Light and Medium tank research becomes available 1/2 days later
Tank Destroyer as 15% speed bonus, a 15% reduction in the production cost and the upgrades become 1/2 days sooner available.
Also here there are no significant bonusses. Luckily the Tank Destroyer is cheaper but even with it's 15% speed bonus it's still slow as Allies get a 10% speed penalty.
Also the tank branch of Allies is weak, as a matter of fact I wouldn't even bother making tanks with Allies at all. Axis have good armour, Comintern medium tanks and heavy tanks get a bonus and Pan Asian Light tanks get an additional speed bonus which makes them completely OP. You can't simply cut it with Allies tanks.
There's one light at the end of the tunnel which is the Allies Tank Destroyer, the best TD in the game. In combination with the best SP artillery in the game you should be able to stand your ground against the armoured units of other doctrines.
Air branch:
Interceptor upgrades become 1/2 days sooner available
Tactical bombers have 15% extra damage output against light armoured units, have a 15% extra range and the upgrades become 1/2 days sooner available.
Strategic bombers have both 15% extra attack range but they get 15% more hit points so they are harder to kill
With the Allies speed bonus the interceptor and Tactical bomber will be instrumental to stop your enemy and to support the advancement of your ground forces. The Allies tactical bomber is the best one in the game. With the increased range of Tactical bombers and interceptor upgrades that become available your range will be larger than Axis and Comintern. The strategic bomber can be useful to disrupt the enemy supply lines, industry, production, fortifications and airbases.. Especially with it's increased range since the 11th November patch.
Allies air force needs to be very careful while fighting Pan-Asian doctrine. Pan-Asian is not only 30% faster but their interceptors have 15% extra range, they deal 15% extra damage versus all planes and just like allies they unlock upgrades also 1/2 earlier so also here Allies have no advantage. The is makes the Pan-Asian doctrine extremely dangerous in air versus air combat. The can attack you fast and retreat faster and you aren't able to counter attack them. As interceptors are better in offense than in defence Allies airplanes will take significant damage while fighting Pan-Asian.
Navy:
Destroyers gets a 15% extra damage output versus submarines, moves 15% faster and the upgrades become 1/2 days sooner available
Submarines: upgrades 1/2 days later available
Aircraft carrier upgrades become 1/2 days sooner available.
As Allies go heavy on the air units an aircraft carrier upgrade that is sooner available means that you can transport more planes to support your beach landings. The destroyer with it's bonus makes it a perfect escort ship for convoys.
However it's still a very weak bonus as allies have a 10% speed penalty. Keep in mind that Pan-Asian battleships are OP and Comintern cruisers also get a good bonus. Axis both have 15% more hit points and deal 15% more damage which nullifies your destroyer bonus. Not to forget that Axis subs get an additional 15% speed increase, deal 15% more damage against ships.
Overall Allies has the weakest navy of all the doctrines.
Secret Branch
Nuclear rocket, bomber and bomb become available 2 days sooner.
The nuclear bomber gets an additional 15% range (just like their strategic bomber) and more importantly their nuclear bomber has 15% extra hitpoints which makes it harder to kill. As you all know, nuclear bombers can get killed easily by interceptors or by the AA level of land units. At least it increases the chance of success a bit.
That's all you get for secret branch bonusses. I doubt that many Allies players will be able to make it to day 18 to make use of it to turn the tide.
My opinion about Allies doctrine:
The Allies doctrine is a powerhouse if the player is left alone to grow stronger. The early game and mid game of Allies is weak to say the least. Yes they can produce their units 30% faster which means you might have a bit larger armies but you'll run also out of manpower faster. The unit bonuses aren't great and the doctrine doesn't excel in anything. This is without doubt the most difficult doctrine to play. Yes the lower research and upgrade cost means that you can get a high tech army faster and easier. However in the early game you don't have the resources available to upgrade your units. Allies is good in the hands of an experienced player. Allies can also be good for beginners as they tend to be less aggressive and make friends first which gives them time to develop their army. Still I'm not gonna hide it, I'm not a fan of the doctrine but I'll give it a try.
My strategy:
I'll try to exploit the few available bonuses so on land I will use stacks of Commando's, SP artillery and Tank destroyers. The commandos should deal with any unarmoured units and the tank destroyers against armoured units obviously and the SP artillery can support with ranged fire. Those land units will be supported by a large fleet of tactical bombers and interceptors. I haven't used Strategic Bombers up till now but as they get a bonus I'll give it a try. Navy is the Allies Achilles Heel that's for sure. So I'll try to stay away from sea battles and only use navy to keep my convoys safe at sea. In addition of these troops all use naval bombers and SP AA, they don't get bonusses but I'll need them to protect myself against an invasion and Axis Attack bombers.
Wish me luck, I'll need it
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!
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!