Hey guys I was just wondering what your strategies are, mine is splitter stacks of 18 with stacks of light tanks and motorized infantry. I'm kind of new so I was just trying to find some new strategies.

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The post was edited 4 times, last by 6thDragon ().
z00mz00m wrote:
Yeah, that's not bad.
One thing I would disagree with is the exclusion of battleships. If you're active during your naval battles or fight players who are active, then a battleship group can shoot-and-scoot out of range of a cruiser group. The cruisers will eventually get worn down. It's like railroad guns versus regular artillery. Same tactics, same results. Range is king.
The use of militia is spot on. I never thought of doing that (step aside, let the enemy pass, retake the province). That works as long as the enemy is not using armored cars or motorized infantry. Their scouting powers will reveal the militia and other hidden units.
The post was edited 1 time, last by 6thDragon ().
6thDragon wrote:
I do sleep occasionally.
_Pyth0n_ wrote:
Depends on the doctrine.
[...]
Pan-Asian: [...] For navy you can go overboard. You get Day 1 research for all ships, and Battleships are good. You don't have to use Cruisers if you are active, just keep Carriers with Ints instead. Good fleet combinations are a 4/3/5/3 of DD/CR/BB/AC. Subs are good as well, they are fast and have better sight so are good scouts.
The post was edited 1 time, last by Lord Crayfish ().
K.Rokossovski wrote:
I don't think battleships are particularly suited to be defensive ships; in fact I think they are like the bombers in your air force. They excel at shore bombardment of buildings and ground troops; when you're ONLY interested in fighting naval battles, there are much better options available. They are the units which cash in your prize AFTER you have secured naval superiority, when you can terrorize the industries of coastal cities or destroy defending armies in a landing zone. Those are offensive role, and when you hold them back for defensive duties against enemy fleets I think you are waisting their potential.
Lord Crayfish wrote:
Bit of an old thread but why are you putting battleships and carriers in the same fleet? I mean, carriers are much faster than battleships, and engage from distances of hundreds of kilometres. This optimises them for the spearhead of the fleet and for transoceanic power projection. Battleships are a lot slower, and engage far closer in, making them useful closer to home, within shortish distance of coasts (e.g. in the Med or west of the Island Chains; if playing as Japan, they'd be best in the Philippines, Japan Sea, or off Kamchatka), preferably semi-defensively or for offensive short-range attacks, where carriers can't usefully operate. Russia found this out the hard way at Tsushima, America at Pearl Harbour, and Japan in Leyte Gulf.Do you have experience of this actually working well? I have doubts as to the viability but if it works an explanation might be useful_Pyth0n_ wrote:
Depends on the doctrine.
[...]
Pan-Asian: [...] For navy you can go overboard. You get Day 1 research for all ships, and Battleships are good. You don't have to use Cruisers if you are active, just keep Carriers with Ints instead. Good fleet combinations are a 4/3/5/3 of DD/CR/BB/AC. Subs are good as well, they are fast and have better sight so are good scouts.
z00mz00m wrote:
Yeah, that's not bad.
One thing I would disagree with is the exclusion of battleships. If you're active during your naval battles or fight players who are active, then a battleship group can shoot-and-scoot out of range of a cruiser group. The cruisers will eventually get worn down. It's like railroad guns versus regular artillery. Same tactics, same results. Range is king.
The use of militia is spot on. I never thought of doing that (step aside, let the enemy pass, retake the province). That works as long as the enemy is not using armored cars or motorized infantry. Their scouting powers will reveal the militia and other hidden units.
Gen. Smit wrote:
yes and militia is capped at level 4 so endgame it will always be detected, but for comitern the militia are extremely strong and cheap powerhouse which can be build quickly in places of needz00mz00m wrote:
Yeah, that's not bad.
One thing I would disagree with is the exclusion of battleships. If you're active during your naval battles or fight players who are active, then a battleship group can shoot-and-scoot out of range of a cruiser group. The cruisers will eventually get worn down. It's like railroad guns versus regular artillery. Same tactics, same results. Range is king.
The use of militia is spot on. I never thought of doing that (step aside, let the enemy pass, retake the province). That works as long as the enemy is not using armored cars or motorized infantry. Their scouting powers will reveal the militia and other hidden units.
CBOMB_333 wrote:
Hey guys I was just wondering what your strategies are, mine is splitter stacks of 18 with stacks of light tanks and motorized infantry. I'm kind of new so I was just trying to find some new strategies.
z00mz00m wrote:
In terms of stealth, yes. The thing about commandos is they are good at attacking light armor. Militia are good at defending against infantry. It's a bit like comparing an LT (for attacking light armor) to an AC (for defending against infantry).
The post was edited 3 times, last by Gen. Smit ().
6thDragon wrote:
I invest heavy in industry on day one. I'll pick one resource and build industry in a rural, non-boarder providence and in the city with that resource, I'll get the recruiting center up to level 2 on day one and then up to level three on day three. I'll build industry in the remainder of my cities day one. Then I'll typically focus on upgrading two industry a day and one or two recruiting centers. I'll get one up to level three before building another recruiting center and starting on another one. For recruiting centers, build them in cities first, then start on providences without resources. For industry there really is no rush, it won't have any impact until day change, so sometimes it's worth waiting to time constructions so it finishes just before day change. This way you have the resources on hand in the event you get rushed by other players.
If I'm starting a map by myself, I'll start slow focusing on having cruisers bombard a coastal AI neighbor and send a single infantry to occupy while I mass the remainder of my starting units defensively. Day two is often either more AI, an inactive player, or planning a massive day three offensive. If I'm starting with partners, I'll be more aggressive with other players. However, I have a strong preference to wait for offensive units before going on offense. I try to expand without taking casualties. If you need to pause to rebuild, that's time you could be expanding; slow and steady wins the race.
My naval strategy is the same, regardless of doctrine. I focus on cruisers, keep them upgraded and build as many as possible with destroyer escorts; typically about a 5/2 ratio. Subs and aircraft carriers are situational. I ignore battleships altogether.
I really only play Pan Asia and Comintern. For land units, I focus on scouts, arty and defensive units to protect it. For Pan Asian, I just focus on the starting/early units, arty, rocket arty, infantry, and AT; I'll also use ACs to scout and grab undefended terrain. I'll give arty and AT research priority so I can hit hard and move fast. I'll also use bombers to clear small stacks out of my ACs way and provide air cover and direct ground stacks at larger stacks. I'll rely on interceptors for air superiority and regular infantry have some AA, especially with the right terrain. For Comintern, I'll build mobile units focusing on SP rocket arty, SP arty, TDs, ACs, and SPAA. I'm recently experimenting with skipping building air altogether with Comintern and it works rather well. However, there is a weak spot around day 6-7 since you don't get SPAA until day six, you really have to be careful not to engage an air player in this window.
With both doctrines, I find a niche for militia as well. I like to use them as slow scouts. I move them into place leading up to an invasion into boarder providences. Once I declare war, I take any undefended providences before sending my main unit through; this way they move that much faster. The militia can then be moved into place just off a providence center so if you need to bombard and retreat you can use the militia to retake the providence after the enemy has passed. This will allow you to keep the favorable movement rate of owning the providence. It doesn't work on plains, but otherwise is a very effective strategy.