Pinned How to play the Allies doctrine: day to day report with British Columbia on World at War

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    • How to play the Allies doctrine: day to day report with British Columbia on World at War

      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 :thumbsup: :thumbup: :wallbash
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    • Day 1:

      I joined as British Columbia. I joined with a couple of my alliance members and as the result of a miscommunication on my part we ended up with 6 players on the map. I guess that increases our chance of survival until the late game to complete this guide.

      My allies are: Alberta, NW USA, South USA, Kansas and Sashketewan.



      As you can see I'm squeezed in by my allies. This means initially I can't get attacked early on but I'll be confined in my expansion. To avoid this I plan to take Yukon and Alaska and move towards Asia afterwards. My team mates should be more than capable to consolidate North Amerika


      Construction:
      2 naval bases
      2 ordnance plants
      1 air factory

      I'll build a barracks and tank plant as soon as I take over two AI cities. This way I can also produce Tank destroyers (day 2) and Commando's (day 4)

      Research:
      firstly: artillery and destroyer
      secondly: Armored Car (to unlock Tank Destroyers tomorrow) and interceptor
      Third: tactical bomber and cruiser

      Production:
      7 artillery, 3 destroyers, 3 cruisers, 5 interceptors and 1 tactical bomber.

      I might have produced too much as I'm low on goods so upgrading my infantry on day 2 will take some time.

      Diplomacy with AI:

      As soon as I have started the first construction and research orders I start giving all AI countries Shared Intelligence. If you don't have High Command than give them Shared Maps. Why do I do this? Simply to increase my popularity with AI and to decrease the chance that the AI will declare war on me later in the game. Another advantage is that some AI will respond with Right of Way or even Shared Maps. If you want to learn more about popularity with AI you can read this guide: Popularity with Elite AI




      Gameplay and strategy:

      I was thinking to go to the southeast trough Montana to attack Colorado. But as I have 5 other allies close to me that will move south, I decided to attack Yukon and Alaska. This way I can gain a foothold in Asia early on. Mobilizing my army is just so slow. The terrain of mountains, forest and hills doesn't help neither. It takes me forever to get my troops into place.



      Even a small march can take 4 hours, it's ridiculous. I'll have to build infrastructure but I don't have the resources for now.
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    • Day 2: Attacking Yukon

      This is how the map looks just at day change:



      I started attacking Yukon as I need another city to build a tank plant. Whitehorse was the closest to my cores and so Yukon it is. Next on the menu will be Alaska. As it's a perfect landing stage for the Asians, I want to be there for when the time comes.

      Alberta and me are the only players with the luxury of being able to attack AI. My four other friends are fighting their neighbour of which one at least is a player which is golding in front of our nose. Saskechewan fought him all day and both bled dry up to the point that they have called it quits. North USA asks during the peace deal to work together to attack Kansas but he makes no move to do so himself. He also contacts Alberta offering to attack Saskechewan together. Finally North USA also contacts Kansas to attack Alberta. He's a cunning player that needs to be watched. He's trying to instigate a war between his neighbours and to clean up afterwards, with the help of gold if he is in need.

      Assist:

      I send 4 infantry with 3 AA to NorthWest USA to garisson just in case. He's attacking California which is giving a good fight. Due to the slow march they haven't made a difference. I've also sent my 5 interceptors to kill the 3 Californian tactical bombers. Finally I've sent my 3 cruisers escorted by 3 destroyers to San Francisco to take out that airbase there and to stop any production.

      North US is golding tacs. Luckily Saskechewan used his remaining gold to produce interceptors so they are going head to head. Before I go to bed I'm sending my interceptors, infantry and AA from NW USA to Sashketewan just in case. In the morning I've also sent my 5 tacs. I'm in the pocket of the map so I can't really get attacked so I have the luxury to help my friends in need.

      Construction:

      One tank plant in White Horse

      Research:

      Interceptor level 2, Infantry level 2, destroyer level 2, Light tank, Tank destroyer, finally I also started the Tactical bomber level 2 but as it takes over 13 hours it will be day 3 when that one is ready.

      Production and upgrade:

      Upgraded all my infantry to level 2, upgraded 3 destroyers to level 2, upgraded my 5 interceptors to level 2
      I also produced 4 tactical bombers so now I have a nice stack 5/5 stack of ints and tacs.
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    • Day 3: attacking Alaska



      This is the situation at day change: As you can see my allies have helped taking the rest of Yukon. So no surprise attack will be launched by a guile enemy with ROW somewhere in the future.

      I'm moving in place my troops to move on Alaska, my troops ( 4infantry and 3AA) are still moving towards the N USA border. Allies is just so painfully slow. Everything takes sooo long. It's just day 3 and I'm already bored by this doctrine.

      Construction: Nothing
      Production: 2 Tank Destroyers
      Research: SP Artillery
      Upgrade: 5 tactical bombers upgraded to level 2
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    • Day 4: finally attacking N USA



      This is the situation at day change: Alaska has all but fallen and Anchorage is mine. It just takes time to take the rest due to the mountainous terrain and the slow speed of the Allies doctrine.

      Diplomacy with AI:

      Day 4 is always a sad day, as 33 players have left us today, may they rest in peace, RIP. This brings me to the next stage of diplomacy with AI. At day 4, I give all player countries that are now Right Of Way. Why don't I give them Shared Intelligence or Shared maps? Well those players can always come back at any given time throughout the game and they have no business seeing what I'm doing. So I'm giving ROW to be on more friendly terms with those AI countries. Another advantage of giving ROW exclusively to player AI countries is that you can see in the diplomacy if a player turned back active. If a players comes back and is active again I put him back on peace. This way I also know what player is highly inactive and keep that in mind when I expand in that direction.



      Day 4 also means that the biggest army list has been published. Day 4 for me is the first important turning point in the game. Here it becomes clear who is active and who is not. Which coalition is winning the fight, where are the power blocks, who are the players to watch out for? Day 4 is also the day that I will check out all the profiles of the active player to locate both the top dogs and any alliance team that might have joined the map together. Knowledge is power!



      So I'm ranked 2nd and all my allies are in the list, so that's a good thing. There is one anomaly though and it is North Argentina. North Argentina is a below average player that is fighting solo the entire South American coalition. Rumour has it in the newspaper that there is a "creditcard warrior" (not my words) in South America. Now he's losing a lot of troops in his wars.

      North Argentina 39,519 - Goiás 35,057, North Argentina 17,133 - Peru 23,996, North Argentina 5,518 - Chile 3,454

      I haven't lost a single unit as I've been only fighting AI so far and only assisted my allies a bit. Just like North Argentina, I have High Command so I can build and produce units even when I'm asleep. So if he has lost so many units how come he still has the worlds largest army? Will my dream come trough and will I be able to face a whale and spend my entire stock of gold that I have saved up during these past three years?

      N USA

      N USA has made his move against Skatchewan although it was done very poorly. Before Skatchewan went to bed he didn't pull back his troops further inland. Due to this he got pounded by two artillery units for hours before he woke up. Luckily it were only two artillery so his 9 units still had 50% HP when he finally came online. He had a stack of 10 tactical bombers on patrol nearby which weren't protected by his interceptors. He has been very lucky that N USA was out of gold otherwise 10 enemy interceptors patrolling in the 10 tactical Skatchewan bomber would have been a disaster. The Skatchewan 10 interceptors were at the other side of his country and it took him a while to finally stack them together.

      It was time to fight back N USA hadn't made any AA and he hadn't upgraded his infantry. Skatchewan attacked the two N USA artillery in a blink of an eye and send them back to organize his air force. The N USA artillery meat shield has been standing there as he was offline. In the meanwhile I killed 2 lone infantry near Bismarck with my tacs. Finally we killed the stack in Bismarck too. 5 units without AA vs 15 interceptors and 15 tactical bombers all level 2. It was over in 3 patrol cycles.



      N USA becomes active and he starts moving his meat shield back, the chase has begun.



      It should be over fast now, there are no more golded units popping up and his country looks empty. He probably used up the gold that he saved up from the advertisements. His 2 artillery the stack in Thunder Bay probably attacked this morning by accident. I think his fire settings were on aggressive and that he didn't count on the fact that Skachetewan would have taken Thunder Bay overnight. I feel a bit for the poor guy but that's how it is. He was cunning and used all the gold he had but in the end he was just unlucky to be positioned so close to us. He retreated his 11 stack to his capital to make a last stand. As soon as I had access to an airport, my tactical bombers took care of the two remaining Light Tanks in Sioux Falls so that my ally could move in. The 11 stack in his capital got pounded by 3 artillery and 3 rocket artillery all night and his capital which was his last stronghold. Our guile and cunning N USA is no more.

      Construction:
      I've upgraded my two ordnance foundries to level 2(so that they can produce SP artillery without a time penalty)
      I've upgraded my tank plant to level 2 (so that it can produce Tank Destroyers without a time penalty)
      I've upgrade my air base to level 2
      I've built a barracks and upgraded it to level 2
      I've upgraded my 5 industry to level 2
      I've upgraded my industry in my goods province to level 3
      I've built industry in two rural provinces being one goods and one oil

      Tip: as you can see I'm investing heavily in goods industry. Allies doctrine depends heavily on goods: especially SP artillery consumes a lot of goods, but so does tank destroyers, commando's, tactical bombers. Almost every single unit where allies doctrine gets a bonus consumes a lot of goods.

      Research: Infantry level 3, Commando's
      Production: 3 SP artillery and 2 Tank Destroyers
      Upgrades: 5 infantry to level 3

      Advice: As industry uses only steel, oil and rare materials it's perfect to invest in your economy while you upgrade your infantry as those only cost goods, food and manpower. It helps you both to balance your economy and your resource stock. You build or upgrade in the provinces of which resource you lack or produce the least.
      BMfox
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    • Day 5: Kamchatka

      Another 10 players have left us today. Combined with yesterdays AWOL's 43 players have now left the game. Only 32 active players remain so 25 have already been killed.



      This is the situation at day change. Most nations have been wiped from the map. Only Quebec and South Mexico remain.
      Yesterday I've sent an AC to Kamchatka, unfortunately the province of Uelen rebelled so I had to turn back my AC. I'll take as much of Kamchatka as there are only 3 provinces remaining and they are closest to my east. Often Kamchatka is the stage of an Asian invasion into the Americas. So if I can safeguard that passage, they will be forced to cross the Pacific and risk of being detected and destroyed by our navy.

      The weirdest thing happened, even though Uelen rebelled at day change I received a notification that Kamchatka took back Uelen which suggests that it wasn't a rebellion after all. But when i send back my AC there's no unit in sight. When I check the newspaper it clearly said that Uelen rebelled at day change. And that's not the only thing. The newspaper suggests that I've lost a unit in Lome but I haven't. As a matter of fact the battle isn't over yet and I'm gonna win it with the next fire round.








      North Argentina

      The North Argentina situation keeps nagging me. There are 5 players in SA that can attack him and he only makes AC and LT so how hard must it be to finish him off right? I mean even if they are below mediocre players they still should be able to counter armoured units. I can understand that they might not know that also artillery, SP artillery and attack bombers are anti armoured units. However, It doesn't take an engineering degree to figure out that an anti tank and a tank destroyer will stop an armoured unit? So I decided to contact them. Finally it seems that it's only a 2 vs 1, South Argentina made peace and the other two players are cowards and don't want to get involved. I guess they never have read the Gallic wars written by Julius Caesar. Otherwise they should have known that if they stay divided they will get conquered.




      Other advantages of diplomacy with AI

      Another advantage of giving ROW exclusively to player AI countries is that you can see in the diplomacy if a player turned back active. If a players comes back and is active again I put him back on peace. This way I also know what player is highly inactive and keep that in mind when I expand in that direction. Today two players turned back to green and became active again: Pakistan and Indochina.




      Construction: industry in a rural goods and in two rare material provinces
      Production: 1 interceptor, 2 tactical bomber
      Research: Anti Air, SP Anti Air, Attack bomber
      Upgrades: 11 infantry to level 3
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    • Day 6: building an army

      This is the situation at day change and another six players have left the game. Only 37 players are still active.



      Kamchatka has been conquered and Alaska too. I was lucky enough that this time nothing rebelled this time. Now it's time to consolidate, build an army, air force and a fleet.

      All my 7 military production buildings are level 2 now: I have 1 barracks, 1 tank plant, 1 air factory, 2 naval bases and 2 ordnance factories. Furthermore, I only have one military production building per city. In other words I specialize each city in one branch.

      All my industry in my core cities are level 2. My goods and food city have industry level 3. Finally I also have built industry in 5 out of 6 rural provinces with resource production.

      Construction:
      2 naval bases upgraded to level 2
      level 3 industry in my steel city
      Production: 2 interceptors, 2 tactical bombers, 2 destroyers, 2 cruisers, 4 aircraft carriers, 2 commando's, 2 SP artillery, 1 tank destroyer
      Research: anti tank (better late than never), artillery level 2
      Upgrades: none
      BMfox
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    • Day 7: Just boring really, need to see action soon!

      Today another 4 players went inactive, Volga Perm, New South Wales and East Brazil joined us back again. This brings us to a total active players of 31.



      North Amerika is ours in all but name. We only need to finish up the last provinces in South Mexico and Quebec.



      My allies Kansas and South USA unfortunately are not in this list. This concerns me because when Iceland has more research than them then something is off. They haven't upgraded their troops.

      Construction:
      Production: 4 anti tank, 1 anti air, 2 SP anti air, 2 interceptors, 1 aircraft carrier, 1 commando,
      Research: anti air level 2, artillery level 2
      Upgrades:
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    • Day 8: The eagle has landed

      There we go, I'm excited day 8 so another army update. 5 players have left us being one Maranhão who gave up after a bitter long fight with our golden North Argentina. Papa New Guinea came back from the dead so this brings us up to a total of only 25 players. If this goes on, we won't even have to fight for the victory :wallbash



      This picture has been taken 6 hours after day change.



      Even though I'm not able to expand which holds me back economically, I'm ranked 4th. I'm happy as this is a feat itself.
      With what I've produced today I have:




      The invasion in Europe

      South USA has landed in Spain. With Germany turned inactive only the UK and Yugoslavia are still with Spain in the European coalition. Spain has prevailed in his war against the French but it has bled dry his country. My Ally has exploited this weakness. He has crossed the Atlantic with his army and navy. He's been lucky that during the crossing he hasn't been attacked as half of his troops had no naval escort. Please don't try this at home :thumbdown: South USA has had the luck so far as Spain hasn't responded yet.



      Saskatchewan has launched the invasion of the UK from Iceland. He escorted his army with his navy and used his airbase in Iceland to scout ahead with his bombers and to cover his disembarking units. This is an example of how it should be done.


      In the Carribean NW USA has started to take all the islands there. This gives him a huge economical boost. I should have thought about that :tumbleweed:



      Construction: Level 4 industry in my steel city and level 2 industry in my rural steel industry (Tank destroyers are expensive)
      Production: 3 attack bombers, 2 SP artillery
      Research: Interceptor level 3, Tactical bomber level 3, aircraft carrier level 2 and 3
      Upgrades: none
      BMfox
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    • Day 9: Boots on the ground in South America.

      Central Russia joined us back and nobody turned inactive today.



      This is the situation 8 hours after day change. South USA has been cutting trough Spain like a knife trough butter. Saskatchewan dealt with the UK rapidly as he had no troops in his cores. Kansas has been meeting resistance in Africa from Upper Volta.

      Alberta has landed in Peru which is weakened by the war with his ex-enemy North Argentina. Peru is but an appetizer before the main course further south. NW USA and my forces are moving in, let's discover what North Argentina is all about.


      Construction:
      level 5 industry in my steel city, level 3 industry in my rural steel province and level 4 industry in my food city.
      I've also built 4 recruitment centres and upgraded them to level 2
      Production: 8 attack bombers
      Research: Interceptor level 3, tactical bomber level 3, naval bomber, transport level 2 and 3, aircraft carrier level 3
      Upgrades: 5 aircraft carriers to level 3, 10 interceptors to level 3
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    • Day 10: taking over the map.

      British Odessa and South Argentina have left us, only 23 players are left in the game.



      While my allies are kicking arse, I'm still blocked. My troops will disembark this evening in South America. I can hardly wait. One upside is that the 10% speed penalty doesn't seem to bother their progress much. It's still hard to say as they are meeting inactive players that aren't AI yet, so nothing moves. They advance fast as they can capture a lot of empty territory with Armoured Cars.

      Construction:
      level 3 industry in my oil and rare material city
      level 3 naval base
      Production: none
      research: infantry level 4
      Upgrades: 10 tactical bombers to level 3, 10 attack bombers to level 2
      BMfox
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    • Day 11: The show must go on

      This screenshot was taken 8 hours after day change



      Europe has all but fallen due to the inactivity and their amateurism. Contact has been made with Arkhangelsk whom made a doomstack of 44 units. It can be a good idea to pass the 10 unit limit for a stack if you do it wisely. Firstly when you make a stack you should only put units in it that have the same speed. So slow units together in a stack and fast units in a separate stack. Secondly important is that you put exclusively defensive OR offensive units in one stack. If you make a stack with both defensive an offensive units than you cannot exploit either of their strengths but your enemy will exploit both of their weaknesses. Lastly, in a stack you shouldn't have more then 10 units of a kind. So for example 10 infantry, 10 artillery, 10 anti tank and 10 anti air units in one stack could be a good idea. Those are all defensive units with overall the same slow speed. It's overkill but the stack is still efficient. The 10 infantry will defend when attacked by unarmoured units. When attacked by armoured units the anti tank will defend. When attacked by plane the 10 anti air will defend. When units are at a distance the 10 artillery can launch a ranged attack. There's one disadvantage of overstacking and it is that your stack is more vulnerable to artillery fire. This is what my ally S USA here is exploiting with two stacks of 10 SP artillery. Knowingly that Allies SP artillery get 15% extra bonus damage and that SP artillery gets a 50% bonus in hills. So S USA moved his SP artillery east of Vienna in Sankt Polten and finished off the fight fast. As there was a Heavy Tank in the stack, it was very slow and Arkangelsk wasn't able to lock S USA in melee battle.




      The fight in Africa is going the good way but there has been more resistance from Upper Volta. Now that his cores have fallen there's only some mopping up to do.

      In South Amerika, my troops have almost marched in place of our golden boy North Argentina so I'm getting excited. I already trade embargoed him. This way I can declare war to him tomorrow and the AI nations won't attribute me a popularity penalty.

      Finally my army might be smaller but in terms of research i'm in front of everyone else.



      Construction:
      4 recruitment centres upgraded to level 3
      level 3 naval base
      Production: 7 cruisers, 4 destroyers
      research: anti tank level 2
      Upgrades: none
      BMfox
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    • Day 12: WAR!!!

      Finally after 12 days I'll be at war with North Argentina. I've been looking forward to this. We have managed to finally get a reveal all units which is great. He isn't really a threat as long as he doesn't click that cold button again. Like most cash players he is stacking the wrong units together, overstacking, not protecting important units like battleships or artillery. In other words, his gameplay isn't efficient at all.

      Theoretically there are still 20 players in the game but apart from our team only 9 nations still have their capital. The others are almost taken over.



      Day 12 also means that the largest armies are listed again. Even though I have a small country with little economy, with the resources send by my allies I managed to build a large enough army.



      Construction: 4 level 4 industry
      Production: 2 cruisers, 3 destroyers
      Research: battleship level 2
      Upgrades: 7 infantry to level 4
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    • Day 13: Trouble in paradise

      This screenshot was taken 7 hours after day change.


      Argentina has given up after only a couple of hours once the war started. There's nothing much more left than mopping up the rest of his troops.

      A lot of testosterone and ego in our discord chat however has resulted Kansas to leave the coalition and the discord chat. The disadvantage of playing with very good players is that their ego is in the package deal.

      Construction:
      airbase level 3, two ordnance foundries level 3, tank plant level 3
      two level 5 industry
      Production: 4 battleships
      Research:
      Upgrades: 5 destroyers to level 3, 5 cruisers to level 2
      BMfox
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    • Day 14: The glorious battle

      As usual this is the situation at day change:


      My allies Saskatchewan and South USA are facing heavy resistance in Eastern Europe as the allied troops of Ma-Clique have arrived on the field of battle.

      Operation storm the fort has been launched which resulted in heavy casualties on both side. In the end the better team won which is us. Even though, me and my ally NW USA have dissembarked and we will make our way to Asia without delay. Leaving the rest of the conquest of South America in the capable hands of Alberta.

      Ma clique has a large stack with 4 railroadguns, 10 SP Rocket artillery, 10 anti air, motorized infantry and medium tanks. The RRG stack is safely within a level 3 bunker. My allies need to try to move around it to break trough.

      Communist China isn't very active and he will pay the price in the blood and steel of his air force. The planes of Ma-Clique are inefficient as they are overstacked. With S USA splitting up his large stack into 4 stacks every patrol cycle, all troops defend against the Ma-Clique air. Saskachewan also has 10 interceptors slightly overlapping the Ma-Clique patrol circle. Sneaky but effective and so all the Ma-Clique bombers are dying like flies.

      The splitting up tactic works. The stack of Ma-Clique which is overstacked is turning into dust.



      It is impossible to see who's winning within the chaos of battle. Communist China has tried to turn the battle. Without anti air units in his artillery stack and his entire air force gone, his artillery succumbs fast to the 40 tactical bombers.


      A new railroadgun stack arrives at the scene of battle but it has been quickly destroyed by the 40 tactical bombers of Saskachewan. Unfortunately, S USA was asleep and his surviving units haven't seen the light of day to tell the tale.
      BMfox
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    • Day 15: The naval invasion

      This is the situation at day change



      North Argentina is all but conquered and my allies in Eurasia are standing their ground against Ma-Clique and his allies.

      Preparing an invasion is always risky. My army is being escorted by 4 battleships, 10 cruisers and 8 destroyers. I have also 5 aircraft carriers with my air force which can cover my landing. It isn't a perfect situation though as I haven't got naval bombers to spot submarines and my destroyers haven't got the maximum research. Still I'm feeling pretty safe as NW USA has naval bombers. I will coordinate the landing together with NW USA so that we can land at the same time on the same spot. Once we are at the rendez-vous point I'll upgrade my destroyers before continuing on the final voyage. Our large naval and air force should be enough to get our troops safely across. We know that the Communist China has naval bombers but that's what interceptors are for.





      I have also made reinforcements in my cores and I'm researching technology so that once my troops have landed in Asia I can upgrade them.


      Construction:
      - All military buildings are now level 3
      - All industry in my core cities are level 5
      - All industry in my core rural provinces are level 3
      Production over the course of the past two days: 2 armoured cars, 4 SP artillery, 2 commandos, 2 SP anti air
      Research: commando's level 2, transport level 4, destroyer level 4
      Upgrades: none
      BMfox
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    • Day 16: rendez-vous

      Made the rendez-vous point in the Pacific with NW USA. I've upgraded my destroyers. Now we are sailing towards Communist China as we know that he's the least active member of the enemy alliance.

      Day 16 is always a good moment to confirm the army size of the enemy. You don't want to start a war that you cannot win.




      Khabarovsk: 11% this will be a tough nut to crack
      Communist China: 6% but he's the least active so we'll be fine there
      Ma-Clique: 5% is their best and most active player but he has already sustained substantial losses in Europe and the Middle East.
      BMfox
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    • Day 17: D-day

      After days of preparation we have launched our invasion in SE Asia. The naval bombers have scouted ahead. Our air force has taken out all resistance in range around the landing zone. Communist Russia tried to move in his navy to contest our landing but our combined navy was more than enough to destroy his navy.

      Advice: save up resources and manpower during your ocean crossing. Also continue to research your knowledge for planes and ground units. As soon as you conquered the first province, upgrade your armies and build an airbase. Once the airbase is built also fly in your planes and upgrade them. If you have scouted and destroyed all units within range you'll be good for several hours before enemy troops can arrive. Use this window to upgrade your units.







      BMfox
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    • Day 19: Khabarovsk

      With a part of the Communist Chinese army in Europe and the Middle East there was little Communist Chinese could do so and his cores fell fast along with the rest of his territory on the Asian mainland. All that he had left was Sumatra and parts of Borneo and Indonesia. He moved his capital to Sumatra and went AI two days afterwards.

      Ma-Clique is resisting by taking the territory back that we took from Communist China. We let him do mostly as those low morale provinces have no value to us. We are moving on towards Khabarovsk cores. He has a very large army and he's a good player so this is the only way do hamstring him and stop his main military production.

      This screenshot was taken just after day change:

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    • Day 20: Khabarovsk hamstrung

      We've cut like a knife trough butter taking much of his cores and other territory. We had however a large scale naval battle where Khabarovsk had superior numbers. On top of it he had 37 naval bombers level 4. Those deal 11 damage the same damage to ships as a battleship level 2. On multiple occasions we had to retreat and luckily for us he never perused us far. He just wanted to defend the choke point between Korea and Japan. We moved it on multiple occasions and we were able to kill of stack by stack on the moments that he was offline. He tried to harass us with the left overs from his air force that retreated to Sumatra

      He didn't give us much of a fight on land though and moved his armies East to Japan and direction West. All though he had the largest army. He had mainly focused on a large naval fleet and many naval bombers to prevent us from landing. Unfortunately we landed in their Achilles heel and once we were on land, the Khabarovsk fleet lost its use.


      Situation at day change.


      All though Khabarovsk had the same army size as Ma-Clique, Khabarovsk gave up while Ma-Clique fought on and held us off for another 3 more days.


      Khabarovsk last air force units.


      Never ever park your planes, especially if you are close to the frontline. Always keep them in patrol so that you don't get locked into melee combat with ground units.


      BMfox
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