*Disclaimer: This guide was inspired by vietcong's infantry guide for 1.5, full credits and props to him. I'll leave a link to his guide at the bottom (although everything in that guide is mentioned here). Still, go give it a like.
All of the infantry parts from this guide are from vietcong's guide, but I have slightly changed them.
(Just want to clarify, all terrain and doctrine bonuses are excluding the +20% Base Terrain Bonus Absolute Additions for the Pan-Asian Doctrine, as when newer players check the unit info list they might be confused. I highly suggest newer players read the article regarding doctrines on the wiki: wiki.callofwar.com/wiki/DOCTRINES)
(Apparently there's a 10,000 character limit, the rest of the guide is below)
--Infantry--
Milita:
Total Levels: 4
Terrain Bonuses: +25% Hills, +25% Mountains, and +50% Forest
Stealth: Has stealth in all terrain except plains.
Preferred Targets: Unarmored
Class: Unarmored
Best Counter: Tactical Bomber/Rocket Artillery*
Doctrine Bonuses: Pan Asian (Earlier Research) and Comintern (Earlier Research, +50% Mountain and +25% Urban Bonus)
Doctrine Detriments: Axis (Later Research)
How To Use This Unit: Use it's terrain advantages and stealth capabilities to their fullest potential. It's mainly used for defensive purposes, but can be used to garrison provinces and beef up hitpoint values in armies. However, using this unit in an invasion is not recommended, as militia have really low offensive values. It is extremely vulnerable to any armoured or air units.
Infantry:
Total Levels: 7
Terrain Bonuses: +20% Mountains, +20% Forest, and +50% Urban.
Preferred Targets: Unarmored
Class: Unarmored
Doctrine Bonuses: Comintern (Upkeep Costs -20%, Production Time -30%, Earlier Research) and Pan Asian (+10% HP, +30% Forest Bonus, Earlier Research)
Doctrine Detriments: None
Best Counter: Tactical Bomber/Rocket Artillery
Analysis: Although a defensive unit, it can still be used offensively in the early and late game. It has better stats than militia and is a very flexible unit. It can defend against armoured units to an extent. The drawbacks are that, it is slow compared to other units (but still faster than militia) and does not have stealth (so is very obvious). It is also vulnerable to air, and its offensive values aren't the best. When invading with infantry, and your enemy is heading to attack you, stop and let the enemy attack you. Since infantry is defense-geared, it will perform better and beat enemy infantry in a 1v1 situation. Infantry is best coupled with armour and air superiority to get the best result.
Motorized Infantry:
Total Levels: 6
Terrain Bonuses: +25% Plains, +25% Urban
Scout: Can reveal stealth land units that are a the same or lower level than them.
Preferred Targets: Unarmored
Class: Unarmored
Usage: Scout/Offensive
Doctrine Bonuses: Axis (Move Speed +15%, Damage vs. Unarmored +15%, Earlier Research)
Doctrine Detriments: Allies (Later Research)
Best Counter: Tactical Bomber/Rocket Artillery
Analysis: Motorized infantry is an offensive oriented infantry unit, and is extremely fast compared to other units. It can keep up with armoured units in breakthroughs, and and is mainly anti-unarmored but does respectable damage to both light and heavy armour. Whilst Mechanized Infantry has better stats and more HP, they are more expensive and take longer to build. The main detriments to using Motorized Infantry is that since it is classified as an unarmored unit, it takes a long of damage from any type of artillery, armour, or air power. They also are not good to be used defensively, making them less versatile. They also do not have extensive terrain bonuses. Considering this, this unit is very good to use as your staple infantry during the mid to late game. It can be used to in conjunction with armoured units such as Light Tanks or Medium Tanks to quickly overwhelm a front, or used to quickly capture undefended enemy provinces alongside Armoured Cars. And since it is also a Scout, it can easily pick out stealth units if upgraded properly.
Mechanized Infantry:
Total Levels:5
Terrain Bonuses: +25% Plains, +25% Urban
Preferred Targets: Unarmored
Class: Light Armoured
Doctrine Bonuses: Axis (Earlier Research) and Allies (+10% HP, -10% Production Cost)
Doctrine Detriments: Comintern (Later Research)
Best Counter: Medium Tank/Attack Bomber
Analysis: Mechanized Infantry is the one of the most versatile units in the game, as it has the same defensive and offensive values. It also has better defence against air than Motorized. It is also considerable fast (almost as fast as Motorized). Additionally, it's class is Light Armoured, meaning any defending infantry cannot attack as easily. However, this serves not just as a blessing, but also a curse. When faced with anti-armoured units such as Anti-Tanks, Tank Destroyers, Light/Medium/Heavy Tanks, Artillery, and Attack Bombers, it's class causes it to be at a disadvantage compared to unarmored units. It also takes extremely long to build and is expensive to make. They also lack extensive terrain and doctrine bonuses. In my opinion, the best way to use Mechanized Infantry is to use it to counter an emeny player using Motorized Infatry. Whilst Mechanized can be used against Militia and Infantry, this role is already filled by Motorized. Basically, use this unit to counter an enemy that is just spamming any type of infantry unit, especially Motorized Infantry.
Commandos:
Total Levels: 4
Terrain Bonuses: +50% Mountains, +50% Forest
Stealth: Hidden in all terrain
Ignores: Fortifications and Bunker Bonuses
Preferred Targets: Light Armour
Class: Unarmored
Doctrine Bonuses: Allies (Damage vs Unarmored +15%, Move Speed +15%, Earlier Research)
Doctrine Detriments: Axis (Later Research)
Best Counter: Motorized Infantry
Analysis: Commandos are the go-to stealth unit on land. They can only be detected by Armoured Cars, Motorized Infantry, or Interceptors that are the same or higher level than them. Since enemies rarely invest in Level 3 Armoured Cars and Interceptors (at least until late game), the only threat to them is really just Motorized Infantry. Since Commandos excel at destroying Light Armour, they are good to use to attack lightly armoured tanks and ordnance units. They also has extremely good terrain bonuses. The downside is that they cannot be used to supplement infantry in invasions, since it has the speed equivalent to Level 2 Infantry. They also are vulnerable to Motorized Infantry, since it is faster, excels at destroying Infantry, and can reveal it's stealth. Commandos are considerably expensive and take longer than Mechanized Infantry to produce. It is also offensively oriented, meaning it is not as good in defensive values. Use this unit for sneak attacks against entrenched positions, undefended core provinces, and unprepared enemies.
Paratroopers:
Total Levels: 4
Terrain Bonuses: +25% Hills, +50% Forests
Stealth: Only in Forests
**Has two forms, an airborne unit and infantry unit. Can convert between them (takes 6 hours), and when attacking a province, it immediately turns into infantry form (but cannot move for 6 hours).
Preferred Targets: Unarmored
Class: Unarmored
Doctrine Bonuses: Allies (Production Cost -15%, HP +10%)
Doctrine Detriments: None
Best Counter: Rocket Artillery/Tactical Bombers against Infantry Form, Interceptors against Airborne Form
Analysis: Paratroopers are a very niche unit, and aren't as useful as Commandos (for one they don't nearly have as much stealth). Costs basically the same as Commandos too, making it a very expensive unit. This unit is very easy to counter, and really has no use in airborne form besides taking undefended provinces/cities or jumping over stable fronts. Can be useful for crossing a small body of water (like cross-Channel operations, or invasion of Cuba from Florida), since embarking/disembarking takes longer in most cases. Good to use if your opponent has no air force. Interestingly, Paratroopers in Infantry have very good stats, offensive and defensive. In my opinion, are good to use as elite infantry to invade weaker enemies (though you should usually stick to either motorized or mechanized).
----READ BELOW (guide continued)----
All of the infantry parts from this guide are from vietcong's guide, but I have slightly changed them.
(Just want to clarify, all terrain and doctrine bonuses are excluding the +20% Base Terrain Bonus Absolute Additions for the Pan-Asian Doctrine, as when newer players check the unit info list they might be confused. I highly suggest newer players read the article regarding doctrines on the wiki: wiki.callofwar.com/wiki/DOCTRINES)
(Apparently there's a 10,000 character limit, the rest of the guide is below)
--Infantry--
Milita:
Total Levels: 4
Terrain Bonuses: +25% Hills, +25% Mountains, and +50% Forest
Stealth: Has stealth in all terrain except plains.
Preferred Targets: Unarmored
Class: Unarmored
Best Counter: Tactical Bomber/Rocket Artillery*
Doctrine Bonuses: Pan Asian (Earlier Research) and Comintern (Earlier Research, +50% Mountain and +25% Urban Bonus)
Doctrine Detriments: Axis (Later Research)
How To Use This Unit: Use it's terrain advantages and stealth capabilities to their fullest potential. It's mainly used for defensive purposes, but can be used to garrison provinces and beef up hitpoint values in armies. However, using this unit in an invasion is not recommended, as militia have really low offensive values. It is extremely vulnerable to any armoured or air units.
Infantry:
Total Levels: 7
Terrain Bonuses: +20% Mountains, +20% Forest, and +50% Urban.
Preferred Targets: Unarmored
Class: Unarmored
Doctrine Bonuses: Comintern (Upkeep Costs -20%, Production Time -30%, Earlier Research) and Pan Asian (+10% HP, +30% Forest Bonus, Earlier Research)
Doctrine Detriments: None
Best Counter: Tactical Bomber/Rocket Artillery
Analysis: Although a defensive unit, it can still be used offensively in the early and late game. It has better stats than militia and is a very flexible unit. It can defend against armoured units to an extent. The drawbacks are that, it is slow compared to other units (but still faster than militia) and does not have stealth (so is very obvious). It is also vulnerable to air, and its offensive values aren't the best. When invading with infantry, and your enemy is heading to attack you, stop and let the enemy attack you. Since infantry is defense-geared, it will perform better and beat enemy infantry in a 1v1 situation. Infantry is best coupled with armour and air superiority to get the best result.
Motorized Infantry:
Total Levels: 6
Terrain Bonuses: +25% Plains, +25% Urban
Scout: Can reveal stealth land units that are a the same or lower level than them.
Preferred Targets: Unarmored
Class: Unarmored
Usage: Scout/Offensive
Doctrine Bonuses: Axis (Move Speed +15%, Damage vs. Unarmored +15%, Earlier Research)
Doctrine Detriments: Allies (Later Research)
Best Counter: Tactical Bomber/Rocket Artillery
Analysis: Motorized infantry is an offensive oriented infantry unit, and is extremely fast compared to other units. It can keep up with armoured units in breakthroughs, and and is mainly anti-unarmored but does respectable damage to both light and heavy armour. Whilst Mechanized Infantry has better stats and more HP, they are more expensive and take longer to build. The main detriments to using Motorized Infantry is that since it is classified as an unarmored unit, it takes a long of damage from any type of artillery, armour, or air power. They also are not good to be used defensively, making them less versatile. They also do not have extensive terrain bonuses. Considering this, this unit is very good to use as your staple infantry during the mid to late game. It can be used to in conjunction with armoured units such as Light Tanks or Medium Tanks to quickly overwhelm a front, or used to quickly capture undefended enemy provinces alongside Armoured Cars. And since it is also a Scout, it can easily pick out stealth units if upgraded properly.
Mechanized Infantry:
Total Levels:5
Terrain Bonuses: +25% Plains, +25% Urban
Preferred Targets: Unarmored
Class: Light Armoured
Doctrine Bonuses: Axis (Earlier Research) and Allies (+10% HP, -10% Production Cost)
Doctrine Detriments: Comintern (Later Research)
Best Counter: Medium Tank/Attack Bomber
Analysis: Mechanized Infantry is the one of the most versatile units in the game, as it has the same defensive and offensive values. It also has better defence against air than Motorized. It is also considerable fast (almost as fast as Motorized). Additionally, it's class is Light Armoured, meaning any defending infantry cannot attack as easily. However, this serves not just as a blessing, but also a curse. When faced with anti-armoured units such as Anti-Tanks, Tank Destroyers, Light/Medium/Heavy Tanks, Artillery, and Attack Bombers, it's class causes it to be at a disadvantage compared to unarmored units. It also takes extremely long to build and is expensive to make. They also lack extensive terrain and doctrine bonuses. In my opinion, the best way to use Mechanized Infantry is to use it to counter an emeny player using Motorized Infatry. Whilst Mechanized can be used against Militia and Infantry, this role is already filled by Motorized. Basically, use this unit to counter an enemy that is just spamming any type of infantry unit, especially Motorized Infantry.
Commandos:
Total Levels: 4
Terrain Bonuses: +50% Mountains, +50% Forest
Stealth: Hidden in all terrain
Ignores: Fortifications and Bunker Bonuses
Preferred Targets: Light Armour
Class: Unarmored
Doctrine Bonuses: Allies (Damage vs Unarmored +15%, Move Speed +15%, Earlier Research)
Doctrine Detriments: Axis (Later Research)
Best Counter: Motorized Infantry
Analysis: Commandos are the go-to stealth unit on land. They can only be detected by Armoured Cars, Motorized Infantry, or Interceptors that are the same or higher level than them. Since enemies rarely invest in Level 3 Armoured Cars and Interceptors (at least until late game), the only threat to them is really just Motorized Infantry. Since Commandos excel at destroying Light Armour, they are good to use to attack lightly armoured tanks and ordnance units. They also has extremely good terrain bonuses. The downside is that they cannot be used to supplement infantry in invasions, since it has the speed equivalent to Level 2 Infantry. They also are vulnerable to Motorized Infantry, since it is faster, excels at destroying Infantry, and can reveal it's stealth. Commandos are considerably expensive and take longer than Mechanized Infantry to produce. It is also offensively oriented, meaning it is not as good in defensive values. Use this unit for sneak attacks against entrenched positions, undefended core provinces, and unprepared enemies.
Paratroopers:
Total Levels: 4
Terrain Bonuses: +25% Hills, +50% Forests
Stealth: Only in Forests
**Has two forms, an airborne unit and infantry unit. Can convert between them (takes 6 hours), and when attacking a province, it immediately turns into infantry form (but cannot move for 6 hours).
Preferred Targets: Unarmored
Class: Unarmored
Doctrine Bonuses: Allies (Production Cost -15%, HP +10%)
Doctrine Detriments: None
Best Counter: Rocket Artillery/Tactical Bombers against Infantry Form, Interceptors against Airborne Form
Analysis: Paratroopers are a very niche unit, and aren't as useful as Commandos (for one they don't nearly have as much stealth). Costs basically the same as Commandos too, making it a very expensive unit. This unit is very easy to counter, and really has no use in airborne form besides taking undefended provinces/cities or jumping over stable fronts. Can be useful for crossing a small body of water (like cross-Channel operations, or invasion of Cuba from Florida), since embarking/disembarking takes longer in most cases. Good to use if your opponent has no air force. Interestingly, Paratroopers in Infantry have very good stats, offensive and defensive. In my opinion, are good to use as elite infantry to invade weaker enemies (though you should usually stick to either motorized or mechanized).
----READ BELOW (guide continued)----
Have an amazing rest of your day
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"Everything is impermanent. The only thing that is permanent it impermanence itself."
Need support? ---> Send a ticket here!
dxter's CoW Battle Calculator ---> Use it here!
o7