ALL GROUND UNITS - 1.5 Guide

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    • ALL GROUND UNITS - 1.5 Guide

      *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. :thumbsup:

      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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    • --Ordnance--


      Anti-Tank:
      Total Levels: 6
      Terrain Bonuses: +50% Forests, +25% Urban
      Stealth: In Forests and Urban Terrain
      Preferred Targets: Heavy Armour or Light Armour
      Class: Unarmored
      Doctrine Bonuses: Comintern (+15% against Light and Heavy Armour)
      Doctrine Detriments: Allies (Later Research)
      Best Counter: Motorized Infantry/Rocket Artillery/Tactical Bombers
      Analysis: It's in the name, anti-tank is a unit that primarily focuses on defending against armour. It is most effective against heavy or light armour. It is a defensive oriented unit. Against infantry it is terrible, both offensively and defensively, and is especially vulnerable to motorized infantry. It does not have good anti-air values, and is vulnerable to tactical bombers. Anti-Tanks should not be used in invasions, and are best suited to defend against incoming tank swarms by the enemy. Good to use in forests and cities. They are very slow but are a good asset to have, especially if you are turtling and/or using the Comintern doctrine. For Allies, use Tank Destroyers instead. When using Anti-Tanks, pair them with Armoured Cars, Infantry, and Anti-Air for the best results.

      Artillery: (Ranged)
      Total Levels: 6
      Terrain Bonuses: +50% Hills, +50% Mountains
      Preferred Targets: Heavy Armour
      Class: Unarmored
      Doctrine Bonuses: Comintern (Production Cost -10%, Production Time -20%) and Pan-Asian (Damage vs. Unarmored +15%, Production Cost -10%, Earlier Research)
      Doctrine Detriments: Axis (Later Research)
      Best Counter: Tactical Bomber
      Analysis: Artillery is a ranged unit, meaning it can attack units fro far away without taking defensive damage back. It does the most damage to heavily armoured units, like Medium Tanks, Heavy Tanks, and Tank Destroyers. It does reasonable damage to lightly armoured and unarmored units, and can be used to bombard them. If attacked in point-blank range, they deal very little defensive damage, and at this point it is the most vulnerable. Artillery is also very vulnerable to Tactical Bomber, which will tear it to shreds. Use Artillery in mountains and hills for the best effects, and pair with Anti-Air to defend against air attacks. Keep a meat shield** in front of the Artillery, so enemy units cannot reach the artillery without running into the units in front of them. Keep in mind that Artillery is as slow as Infantry, and that if you want to use it in an invasion, the operation will be slowed.

      Self-Propelled Artillery: (Ranged)
      Total Levels: 5
      Terrain Bonuses: +20% Plains, +50% Hills
      Preferred Targets: Heavy Armour
      Class: Light Armour
      Doctrine Bonuses: Allies (+15% Damage vs Heavy Armour, HP +10%, Earlier Research)
      Doctrine Detriments: None
      Best Counter: Attack Bomber
      Analysis: The big brother, SP Artillery is better than Artillery in almost every way. It is faster (meaning it can keep up with invasion forces), does more damage, has more HP, and since it is lightly armoured, not as vulnerable (still considerably vulnerable though). The only places in which Artillery is better is in mountains, but SP Artillery is better in Plains, so it evens out. SP Artillery is good for hit-and-run attacks against Medium/Heavy Tanks, since they are faster than them in all terrain. However, it is vulnerable to aircraft like Attack Bombers (keep SP Anti-Air to avoid this) and if engaged in point-blank range with units like Motorized Infantry or Tanks, they will not be able to escape and will perish. Use this unit in invasion forces against stronger enemies, since you can deal damage without getting any in return (unless, of course, your enemy also has artillery). Pair with fast units, like Mot/Mech Infantry, Light/Medium Tanks for the best results. Again, remember to keep a meat shield** (it is less important if the SP Artillery is faster than the bombarded target).

      Anti-Air:
      Total Levels: 6
      Terrain Bonuses: +50% Hills, +25% Urban
      Preferred Targets: Aircraft
      Class: Unarmored
      Doctrine Bonuses: Axis (+15% against Aircraft and Heavy Armour)
      Doctrine Detriments: None
      Best Counter: Motorized Infantry/Rocket Artillery
      Analysis: Again, in the name. Anti-Air excels at defending fellow units from enemy aircraft, in both patrol and attack mode. It is a defensive unit, and can function as a semi anti-tank, doing a reasonable amount of damage against Heavy Armour. Against Light Armour and Unarmored targets, however, this unit does not have the capability to defend itself. Very slow, but a very useful asset to accompany slow stacks if the enemy has lots of air power. Interceptors are realistically more helpful and powerful, but Anti-Air can be used where it is hard to bring air power (like naval invasions and far-off invasions). With Anti-Air your enemies with hesitate to attack your troops with bombers, and they will be forced to fight you upfront. Pair them with Armoured Cars, Infantry, and Anti-Tanks for the best results.

      Self-Propelled Anti-Air:
      Total Levels: 5
      Terrain Bonuses: +50% Hills, +25% Urban
      Preferred Targets: Aircraft
      Class: Lightly Armoured
      Doctrine Bonuses: Axis (Earlier Research)
      Doctrine Detriments: Comintern (Later Research) and Pan-Asian (Later Research)
      Best Counter: Artillery
      Analysis: Imagine Anti-Air on wheels with armour, and you get a basic understanding of this unit. It functions exactly the same as Anti-Air, but is better in every way. However, even with it's better armour, it cannot defend itself effectively against ground units, especially unarmored units. Use these units to accompany your fast stacks, such as Motorized/Mechanized Infantry, Armoured Cars, Light/Medium Tanks, and other self-propelled units, in the event that your opponents has a lot of Attack and Tactical Bombers.

      Rocket Artillery: (Ranged)
      Total Levels: 3
      Terrain Bonuses: +50% Hills, +50% Mountains
      Preferred Targets: Unarmored
      Class: Unarmored
      Doctrine Bonuses: Comintern (Earlier Research, Production Time -20%)
      Doctrine Detriments: None
      Best Counter: Tactical Bombers
      Analysis: A secret tech unit, Rocket Artillery is your go-to ranged Infantry-destroying unit. Whilst Artillery is focused on destroying armour, Rocket Artillery is focused on destroying unarmored targets. It does some damage to armoured units, but you should always use Artillery for those scenarios. Because of the early research and production time benefit of the Comintern doctrine, you should always get Rocket Artillery when playing as a Comintern country. You will easily be able to destroy the early-game Infantry. However, as the game progresses, be careful of Motorized Infantry (especially Axis ones). They are very fast, and can catch up to your slow Rocket Artillery. Always keep a shield** in front of the Rocket Artillery, and use it's terrain bonuses to its advantage. The biggest downside to this unit is the cost (very expensive compared to Artillery).

      Self-Propelled Rocket Artillery: (Ranged)
      Total Levels: 2
      Terrain Bonuses: +20% Plains, +50% Hills
      Preferred Targets: Unarmored
      Class: Light Armour
      Doctrine Bonuses: Comintern (Move Speed +15%, Damage vs All +10%, Earlier Research)
      Doctrine Detriments: None
      Best Counter: Attack Bombers
      Analysis: Another secret tech unit, SP Rocket Artillery is the best land weapon to counteract unarmored targets. Faster than Rocket Artillery, it is an effective weapon to use against Motorized Infantry (assuming you are in friendly territory, if you are in enemy territory they are 4x faster than you.) Best used for Comintern doctrine, as the -10% damage for all Comintern units is negated with its bonuses. It is also faster as Comintern, and you get the ability to unlock it earlier. Can't stress this enough, use as Comintern. You will be able to destroy your enemies on the battlefield. Always pair with SP Anti-Air, so the speed isn't decreased much but you still get protection from aircraft. Again, biggest downside is the cost and the production time. Even with the production time decreased from Comintern, it still takes 1 day and 6 hours to produce with a level 1 Secret Lab. If you wish to get a lot of these units, get at least level 3 Secret Labs in your territories.

      Railroad Guns: (Ranged)
      Total Levels: 2
      Preferred Targets: Heavy Armour/Buildings
      Class: Heavy Armour
      Doctrine Bonuses: Axis (Attack Range +10%, Move Speed +10%, Earlier Research)
      Best Counter: Attack Bombers
      Analysis: The unit with the longest attack range, Railroad Guns are a killer addition to your artillery. It has a range of 100 (with 110 for Axis!), doubling the normal artillery range. In fact, it has such a large range, that it usually needs to be accompanied by Armoured Cars or Motorized Infantry to properly see all units within bombardment range. The biggest downside to this unit, however, is its speed. It moves slower than Infantry, and since it cannot be upgraded, they will always be this slow. To use effectively, make Level 3 Infrastructure in the territories you plan to use RRGs, to double their speed. Keep a meat shield in front as well. Always include anti-air with your RRGs to prevent Attack Bombers from attacking them. Use as Axis, since you have longer range (110) and are +10% faster. To make these units and get them anytime soon, you will need high level Secret Labs, otherwise they will take too long to produce. RRGs are also too expensive to mass produce.
      Have an amazing rest of your day ^^

      "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!

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      o7

      The post was edited 3 times, last by _Pyth0n_ ().

    • --Tanks--


      Armoured Car:
      Total Levels: 5
      Terrain Bonuses: +50% Plains
      Scout: Can reveal stealth land units that are a the same or lower level than them.
      Preferred Targets: Unarmored
      Class: Light Armour
      Doctrine Bonuses: Pan-Asian (Damage vs Unarmored +20%, Earlier Research)
      Doctrine Detriments: None
      Best Counter: Attack Bombers/Artillery/Light Tanks
      Analysis: The best defensive unit in the game, Armoured Cars are one of the fastest units in the game. Coupling with the fact that they are scouts, these units are good for rapid takeovers of undefended provinces. They perform best against unarmored units, and do not do much damage against armoured units. They are good to use as a mobile defence, and to guard coasts. They are weak against Attack Bombers, and Artillery is especially effective against Armoured Cars if there is a meat shield in front of them. Very effective as Pan-Asian, because of the speed bonus and increased view range. Also useful in Allies and Comintern doctrine as scouts and mobile defenders. In Axis, not as useful since Motorized Infantry has better bonuses, but can still be used sparingly (since ACs are cheap). Very easy to mass-produce these units.

      Light Tank:
      Total Levels: 5
      Terrain Bonuses: +50% Plains
      Preferred Targets: Light Armour
      Class: Light Armour
      Doctrine Bonuses: Pan-Asian (Damage vs Unarmored and Light Armour +15%, Earlier Research)
      Doctrine Detriments: Axis (Later Research) and Allies (Later Research)
      Best Counter: Attack Bombers/Artillery/Anti-Tank
      Analysis: Light tanks are one of the most versatile offensive tanks in the game. They are the same speed as Armoured Cars at level 1, and only get slightly slower at higher levels. It also does reasonable damage against Infantry, so can be used in the early game to attack infantry positions (if there is more than 1 Infantry in any terrain except plains, don't attack as you won't have your +50% Plains bonus against them. These units are ideal to hunt down the pesky Armoured Cars, especially on home turf. However, they do not stand any chance against Heavy Armour, such as Medium and Heavy Tanks, and Tank Destroyers. Use the Light Tank's speed to its favour, such as during a strategical retreat, rapid takeovers held by weak infantry or light armour, or as a surprise attack. This unit has strength in numbers. The more tanks, the more the enemy has to focus on picking them off one by one. Very, very vulnerable to attack bombers, because of their low HP values. Artillery is not as much of a problem, since it is very slow (however careful in mountains!) SP Artillery can be a problem if you are the invader and fighting on their land, since they can hit and run. Best doctrine for this is Pan-Asian, since it is +15% stronger against infantry and light armour, utterly devastating opponents in plains. Combine with Motorized Infantry to scout and attack infantry.

      Medium Tank:
      Total Levels: 6
      Terrain Bonuses: +50% Plains
      Preferred Targets: Light Armour
      Class: Heavy Armour
      Doctrine Bonuses: Axis (Move Speed +15%, HP +10%, Earlier Research) and Comintern (Damage vs. All +10%, Production Time -20%, Earlier Research)
      Doctrine Detriments: Allies (Later Research)
      Best Counter: Attack Bombers/Artillery/Anti-Tanks
      Analysis: The iconic Medium Tank is a very strong unit. It is classified as Heavy Armour, moves at a moderate pace, and nearly has twice the HP of Light Tanks. They are many players' go-to unit, but be advised, every unit has its counters. Medium Tanks fare best against Light Armour, but can hold their own against Infantry and other Medium Tanks. These units are best used offensively in plains, as they are faster and stronger there. Be careful, however, since both Tank Destroyers and Heavy Tanks will shred Medium Tanks to pieces. Best doctrines for Medium Tanks are Axis and Comintern, so use if you are in an area with lots of plains territories. As always, Attack Bombers will destroy any armour, and Medium Tanks are no exception. Always accompany with SP Anti-Air and Motorized Infantry for the best results. Artillery and Anti-Tanks are also good to counter these units, especially with their terrain buffs.

      Heavy Tank:
      Total Levels: 4
      Terrain Bonuses: +50% Plains
      Preferred Targets: Light Armour (Great against Heavy Armour too)
      Class: Heavy Armour
      Doctrine Bonuses: Axis (Damage vs All +10%, Earlier Research) and Comintern (Damage vs Heavy Armour +15%, HP +10%, Earlier Research)
      Doctrine Detriments: Pan-Asian (Later Research)
      Best Counter: Attack Bombers/Artillery
      Analysis: The big baddies, the "mobile fortress", Heavy Tanks have one of the highest individual HP values for ground units. It downright obliterates any type of Armour, and no ground unit can truly stand it's ground against Heavy Tanks, except with numerical superiority. However, there are many downsides for such a powerful unit. For one, it is royally screwed against artillery and Attack Bombers. These units specialize in the extermination of Heavy Armour, so do not pull any punches against Heavy Tanks. Since they are slow, they will not be able to catch the enemy. The best way to counter artillery is with artillery. Always keep some artillery nearby to forgo any threats to them, and always have Interceptors ready to pounce against bombers. Also keep SP Anti-Air with these Heavy Tanks as well. Always use these units in Plains, as they become unstoppable killing machines. Another big downside is how expensive and long it takes to produce these units. Only use Heavy Tanks with Axis or Comitern, and keep in mind their cost. Never attack in mountains, they crawl slower than a snail and are 10x more vulnerable to Artillery. Keep in mind that their offensive and defensive values are the same, so they can technically be used defensively.

      Tank Destroyer:
      Total Levels: 6
      Terrain Bonuses: +50% Forests, +25% Urban
      Stealth: In Forests and Urban Terrain
      Preferred Targets: Heavy Armour
      Class: Heavy Armour
      Doctrine Bonuses: Allies (Move Speed +15%, Production Cost -15%, Earlier Research) and Comintern (Earlier Research)
      Doctrine Detriments: Pan-Asian (Later Research)
      Best Counter: Attack Bombers/Artillery
      Analysis: Tank Destroyers are the strangest of the bunch. They are the only tanks (besides Armoured Cars) to be oriented defensively. This offers a wide range of possibilities for unusual strategies. Tank Destroyers fare best against Heavy Armour, and have approximately the same speed as Medium Tanks. Again, they are vulnerable to Attack Bombers and Artillery, so always keep anti-air and artillery. Tank Destroyers are one of the only tanks which do nil damage against Infantry. This makes them somewhat at risk to Motorized Infantry, so always keep Infantry in any Tank Destroyer stack. Also, they are the only tanks with stealth capabilities, so keep in forests and cities and use those bonuses to your advantage. The best doctrine to use for Tank Destroyers is Allies. They are the only unit that is fast enough to keep up with other units (because of their +15% Speed), and they are much more easily mass-produced. For other doctrines, it is best to use other armoured units, as Tank Destroyers are not as useful to them. Can be used offensively, but beware of Anti-Tanks and Medium Tanks.


      *Wherever I mentioned either Artillery, Anti-Air, or Rocket Artillery as a counter, please not you can always supplement these for their SP variants
      **Keep a mixture of Militia, Infantry, Anti-Air, Armoured Cars, Tank Destroyers and Anti-Tanks



      That concludes the guide, if you spot any problems or have some constructive criticism, please do reply and tell me so, I will be reading the comments. This is my first guide, and depending on the reaction of the community, I may do more in the future. For now, adios amigos!
      Have an amazing rest of your day ^^

      "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!

      :tumbleweed:

      o7

      The post was edited 1 time, last by _Pyth0n_ ().

    • Nadda wrote:

      that's where you been python! Working on this post XD, jokes aside amazing work :D
      That and studying for exams. They're finished now, so I can finally be more active in the forums :D

      Also, if any of you all want a specific guide to be made, do say so. I am still debating what I should make next. Maybe guides for specific units, or maybe a playthrough for Comintern doctrine? Your wishes are my command :thumbup:
      Have an amazing rest of your day ^^

      "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!

      :tumbleweed:

      o7
    • _Pyth0n_ wrote:



      Tank Destroyer:
      Total Levels: 6
      Terrain Bonuses: +50% Forests, +25% Urban
      Stealth: In Forests and Urban Terrain
      Preferred Targets: Heavy Armour
      Class: Heavy Armour
      Doctrine Bonuses: Allies (Move Speed +15%, Production Cost -15%, Earlier Research) and Comintern (Earlier Research)
      Doctrine Detriments: Pan-Asian (Later Research)
      Best Counter: Attack Bombers/Artillery
      Analysis: Tank Destroyers are the strangest of the bunch. They are the only tanks (besides Armoured Cars) to be oriented defensively. This offers a wide range of possibilities for unusual strategies. Tank Destroyers fare best against Heavy Armour, and have approximately the same speed as Medium Tanks. Again, they are vulnerable to Attack Bombers and Artillery, so always keep anti-air and artillery. Tank Destroyers are one of the only tanks which do nil damage against Infantry. This makes them somewhat at risk to Motorized Infantry, so always keep Infantry in any Tank Destroyer stack. Also, they are the only tanks with stealth capabilities, so keep in forests and cities and use those bonuses to your advantage. The best doctrine to use for Tank Destroyers is Allies. They are the only unit that is fast enough to keep up with other units (because of Allied -10% Speed), and they are much more easily mass-produced. For other doctrines, it is best to use other armoured units, as Tank Destroyers are not as useful to them. Can be used offensively, but beware of Anti-Tanks and Medium Tanks.


      *Wherever I mentioned either Artillery, Anti-Air, or Rocket Artillery as a counter, please not you can always supplement these for their SP variants
      **Keep a mixture of Militia, Infantry, Anti-Air, Armoured Cars, Tank Destroyers and Anti-Tanks



      That concludes the guide, if you spot any problems or have some constructive criticism, please do reply and tell me so, I will be reading the comments. This is my first guide, and depending on the reaction of the community, I may do more in the future. For now, adios amigos!
      "The best doctrine to use for Tank Destroyers is Allies. They are the only unit that is fast enough to keep up with other units (because of Allied -10% Speed)"


      I'm a bit confused on this part, how is being slower a good thing?
    • Spanada wrote:


      "The best doctrine to use for Tank Destroyers is Allies. They are the only unit that is fast enough to keep up with other units (because of Allied -10% Speed)"

      I'm a bit confused on this part, how is being slower a good thing?

      Nadda wrote:

      I'm pretty sure it was a minor typo they meant to say +10% speed
      What Nadda said, I'll fix it. Thanks for catching the error :)
      Have an amazing rest of your day ^^

      "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!

      :tumbleweed:

      o7
    • _Pyth0n_ wrote:

      Spanada wrote:

      "The best doctrine to use for Tank Destroyers is Allies. They are the only unit that is fast enough to keep up with other units (because of Allied -10% Speed)"

      I'm a bit confused on this part, how is being slower a good thing?

      Nadda wrote:

      I'm pretty sure it was a minor typo they meant to say +10% speed
      What Nadda said, I'll fix it. Thanks for catching the error :)
      No problem!
    • Carking the 6th wrote:

      Where did you get the time for this, though?
      A lot of sleep deprivation. Data collection i surprisingly fun tho lol

      Claudio NVKP wrote:

      this needs recognition
      ^^
      Have an amazing rest of your day ^^

      "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!

      :tumbleweed:

      o7
    • Making a "sea" and "air" version of this thread, stay tuned ;)

      Also, some of the stuff said above may be outdated, I'll fix any mistakes I encounter ^^

      P.S: Looking back, it's crazy to think I wrote all of that with no ChatGPT support...
      Have an amazing rest of your day ^^

      "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!

      :tumbleweed:

      o7
    • Carking the 6th wrote:

      You said on the past? But the present…?
      I never said I would...? I just mentioned that it was funny that I could spew out 30,000 characters of text w/o using any AI support, and if in which case I tried today would lead to many suspecting me of using AI...
      Have an amazing rest of your day ^^

      "Everything is impermanent. The only thing that is permanent it impermanence itself."

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      :tumbleweed:

      o7
    • I’d say make a new one separately, having to scroll down to find what you wish is a little more tedious, and more importantly having discussion centered on one branch each can allow your strategies for each to be dissected, improved on and debated. If you do the whole thing, one aspect along may be tunnel visoned on, with less conversation done total.

      CarKing the 6th of the Abrahamic Caliphate