A continuation of the original "ALL GROUND UNITS - 1.5 Guide". Sorry for the delay
Part 1 is complete, part 2 will be added shortly
--- NAVAL ---
*For clarity's sake, I'll refer to all non-submarine ships' classes as "surface" and submarine-class ships as "subsurface", since it can get confusing with "Naval" referring to the unit class as well as category, alongside the name and class for submarines being the same.
Destroyer:
Total Levels: 6
Terrain Bonuses: N/A
Stealth: None
Scout: Can uncover stealth units of the same or lower level (only submarines in this case)
Prefered Targets: Subsurface
Class: Surface
Usage: ASW
Doctrine Bonuses: Allies (+15% Damage vs Subsurface, +15% Speed, Earlier Research)
Doctrine Detriments: None
Best Counter: Naval Bombers/Battleships
Analysis: Destroyers mainly serve as a fleet's anti-submarine force, deterring enemy submarines from attacking capital ships, such as battleships and aircraft carriers. Combined with cruisers, these ships serve as escorts and screens for capital ships. Destroyers have the fastest speed out of any naval unit. These units are often considered the most fragile and vulnerable units in any navy, as they have the lowest HP and are vulnerable to both naval attacks by ranged ships (like cruisers and battleships) as well as aircraft, primarily naval bombers, alongside attack bombers (which have half the naval damage as naval bombers). As in their current form, destroyers are best used to locate submarines approaching a fleet and let ranged ships, such as cruisers or battleships, deal damage from far away, without approaching melee range. If you are aiming to protect your coast, destroyers are not recommended; instead, go for naval bombers (see below). Destroyers should only be used to accompany fleets to locate enemy submarines.
Submarine:
Total Levels: 6
Terrain Bonuses: N/A
Stealth: At Sea
Prefered Targets: Surface
Class: Subsurface
Usage: Convoy Raiding, Opportunistic Strikes, Stealth Surveillance
Doctrine Bonuses: Axis (+15% Damage vs Surface, +15% Speed, Earlier Research)
Doctrine Detriments: Allies (Later Research)
Best Counter: Naval Bombers/Destroyers
Analysis: Submarines are the wolves of the navy, operating as lone wolves or in wolfpacks to opportunistically strike unsuspecting targets, like unprotected capital ships or convoys. They can also act as invisible scouts, stationed on the coasts of potential or current enemies, to gather intel about ground or air units stationed near the coast. It is even possible to view the buildings in a coastal city, allowing easy surveillance without the use of aircraft, which can be seen by the opponent, or spies, which have a low chance of success and can be caught. Research and produce submarines as early on as possible if you are a coastal country; 90% of the time, your neighbours will research neither destroyers nor naval bombers, instead just going for cruisers or battleships. This allows you to sink whole fleets of ships (submarines are the cheapest naval unit, alongside destroyers), and remain undetected, protecting you from naval invasions. Paired with cruisers and naval bombers, you will dominate the sea without question in the early game. They are also great to station at chokepoints (such as the Suez Canal or the Straits of Medan) to block incoming convoys and fleets.
Cruiser:
Total Levels: 6
Terrain Bonuses: N/A
Stealth: None
Prefered Targets: Aircraft
Class: Surface
Usage: Coastal Bombardment, Semi-Ranged Anti-Ship, Anti-Aircraft, Scout
Doctrine Bonuses: Comintern (+15% HP, Earlier Research), Pan-Asian (Earlier Research)
Doctrine Detriments: None
Best Counter: Submarines/Battleships
Analysis: A jack-of-all-trades, cruisers are mid-sized ships that primarily have an anti-aircraft role in any fleet. These ships are often considered the "best" naval unit, as they offer decent anti-ship, great anti-air and moderate range to bombard coastal ground units, all for a moderate cost, especially compared to battleships. Cruisers are necessary to deter naval bombers and in the early game, are the only viable ships to produce alongside submarines on day 1. If you are a landlocked nation or only have 1 coastal city, it is entirely viable to just produce cruisers, especially for Comintern.
Cruisers also have the highest view range out of any ship, making it a great scout as well. You can add a destroyer to a cruiser stack as well, since the destroyer's submarine detection will apply to the cruiser's sight range, allowing further detection of enemy submarines.
Battleship:
Total Levels: 6
Terrain Bonuses: N/A
Stealth: None
Prefered Targets: Naval
Class: Surface
Usage: Coastal Bombardment and Ranged Anti-Ship
Doctrine Bonuses: Pan-Asian (+10% Damage vs All, +10% HP, Earlier Research)
Doctrine Detriments: Comintern (Later Research)
Best Counter: Naval Bombers/Submarines
Analysis: The "king" of the ocean, battleships have the highest HP and damage output of all the ships, and dominate ship-to-ship combat. However, they are comparatively slower and more expensive than other ships, keeping them as a disadvantage. Battleships are also vulnerable to submarines and naval bombers, but because of their high HP, they are able to tank hits from single units. These ships are best used as Pan-Asian, since they're available on day 1 and have higher damage. It is also viable to use as an Axis nation, but beware that Axis battleships are very expensive. It is not recommended to use as Comintern, and as Allies, only use in the mid to late game, as early game cruisers are a better deal. Always pair your battleships with destroyer/cruiser stacks to deter submarines and naval bombers; NEVER send your battleships on their own unless you've played this game to the point where you can identify the exceptions.
Aircraft Carrier:
Total Levels: 6
Terrain Bonuses: N/A
Stealth: None
Prefered Targets: None
Class: Surface
Usage: Carrying Aircraft (hence the name)
Doctrine Bonuses: Allies (Earlier Research), Pan-Asian (Earlier Research, +20% Production Time, +1 Aircraft Capacity)
Doctrine Detriments: Axis (Later Research)
Best Counter: Any Anti-Ship Unit (Cruisers, Battleships, Submarines, Naval Bombers)
Analysis: The "queen" of the ocean, carriers have only one goal in mind: bring aircraft to the battlefield at sea. Carriers allow the player to use aircraft even when deep in the middle of the ocean, far away from any land. carriers can be used to bring in naval bombers to destroy enemy fleets, interceptors to achieve air superiority, or tactical and attack bombers to attack coastal ground units. These are the only aircraft that can operate on carriers; strategic bombers, rocket fighters and nuclear bombers are off the table. Carriers give the player the chance to strike enemy fleets without risking any damage to themselves (assuming the enemy doesn't use carrier planes themselves!), reducing the effectiveness of units like battleships and submarines, whilst also necessitating the use of cruisers to deter enemy aircraft. However, carriers are sitting ducks by themselves, and need escorts such as battleships, cruisers and destroyers to protect them.
Convoy:
Total Levels: 4
Terrain Bonuses: N/A
Stealth: None
Prefered Targets: None
Class: Surface
Usage: Transport
Doctrine Bonuses: None
Doctrine Detriments: None
Best Counter: Any Anti-Ship Unit (Cruisers, Battleships, Submarines, Naval Bombers)
Analysis: An interesting unit, and not one most would consider a true naval unit. Convoys are a peculiar unit, since they do not need to be produced or upgraded. There are a variety of tricks to learn, such as convoy stacking. If the enemy were to attack you with a cruiser, and you also had a cruiser, how would you make sure you won the battle? One strategy is to add convoys to your cruiser, giving it additional HP to "cushion" the damage. Units you don't need, such as leftover militia, can be used, and the higher the level of your convoys, the higher HP they have. Besides that useful (and slightly unethical) tip, researching higher-level convoys helps with naval invasions, as you have faster and sturdier transports, reducing the margin of error that could occur. Make sure to always escort convoys with destroyers and cruisers to deter submarines and naval bombers.
Part 1 is complete, part 2 will be added shortly
--- NAVAL ---
*For clarity's sake, I'll refer to all non-submarine ships' classes as "surface" and submarine-class ships as "subsurface", since it can get confusing with "Naval" referring to the unit class as well as category, alongside the name and class for submarines being the same.
Destroyer:
Total Levels: 6
Terrain Bonuses: N/A
Stealth: None
Scout: Can uncover stealth units of the same or lower level (only submarines in this case)
Prefered Targets: Subsurface
Class: Surface
Usage: ASW
Doctrine Bonuses: Allies (+15% Damage vs Subsurface, +15% Speed, Earlier Research)
Doctrine Detriments: None
Best Counter: Naval Bombers/Battleships
Analysis: Destroyers mainly serve as a fleet's anti-submarine force, deterring enemy submarines from attacking capital ships, such as battleships and aircraft carriers. Combined with cruisers, these ships serve as escorts and screens for capital ships. Destroyers have the fastest speed out of any naval unit. These units are often considered the most fragile and vulnerable units in any navy, as they have the lowest HP and are vulnerable to both naval attacks by ranged ships (like cruisers and battleships) as well as aircraft, primarily naval bombers, alongside attack bombers (which have half the naval damage as naval bombers). As in their current form, destroyers are best used to locate submarines approaching a fleet and let ranged ships, such as cruisers or battleships, deal damage from far away, without approaching melee range. If you are aiming to protect your coast, destroyers are not recommended; instead, go for naval bombers (see below). Destroyers should only be used to accompany fleets to locate enemy submarines.
Submarine:
Total Levels: 6
Terrain Bonuses: N/A
Stealth: At Sea
Prefered Targets: Surface
Class: Subsurface
Usage: Convoy Raiding, Opportunistic Strikes, Stealth Surveillance
Doctrine Bonuses: Axis (+15% Damage vs Surface, +15% Speed, Earlier Research)
Doctrine Detriments: Allies (Later Research)
Best Counter: Naval Bombers/Destroyers
Analysis: Submarines are the wolves of the navy, operating as lone wolves or in wolfpacks to opportunistically strike unsuspecting targets, like unprotected capital ships or convoys. They can also act as invisible scouts, stationed on the coasts of potential or current enemies, to gather intel about ground or air units stationed near the coast. It is even possible to view the buildings in a coastal city, allowing easy surveillance without the use of aircraft, which can be seen by the opponent, or spies, which have a low chance of success and can be caught. Research and produce submarines as early on as possible if you are a coastal country; 90% of the time, your neighbours will research neither destroyers nor naval bombers, instead just going for cruisers or battleships. This allows you to sink whole fleets of ships (submarines are the cheapest naval unit, alongside destroyers), and remain undetected, protecting you from naval invasions. Paired with cruisers and naval bombers, you will dominate the sea without question in the early game. They are also great to station at chokepoints (such as the Suez Canal or the Straits of Medan) to block incoming convoys and fleets.
Cruiser:
Total Levels: 6
Terrain Bonuses: N/A
Stealth: None
Prefered Targets: Aircraft
Class: Surface
Usage: Coastal Bombardment, Semi-Ranged Anti-Ship, Anti-Aircraft, Scout
Doctrine Bonuses: Comintern (+15% HP, Earlier Research), Pan-Asian (Earlier Research)
Doctrine Detriments: None
Best Counter: Submarines/Battleships
Analysis: A jack-of-all-trades, cruisers are mid-sized ships that primarily have an anti-aircraft role in any fleet. These ships are often considered the "best" naval unit, as they offer decent anti-ship, great anti-air and moderate range to bombard coastal ground units, all for a moderate cost, especially compared to battleships. Cruisers are necessary to deter naval bombers and in the early game, are the only viable ships to produce alongside submarines on day 1. If you are a landlocked nation or only have 1 coastal city, it is entirely viable to just produce cruisers, especially for Comintern.
Cruisers also have the highest view range out of any ship, making it a great scout as well. You can add a destroyer to a cruiser stack as well, since the destroyer's submarine detection will apply to the cruiser's sight range, allowing further detection of enemy submarines.
Battleship:
Total Levels: 6
Terrain Bonuses: N/A
Stealth: None
Prefered Targets: Naval
Class: Surface
Usage: Coastal Bombardment and Ranged Anti-Ship
Doctrine Bonuses: Pan-Asian (+10% Damage vs All, +10% HP, Earlier Research)
Doctrine Detriments: Comintern (Later Research)
Best Counter: Naval Bombers/Submarines
Analysis: The "king" of the ocean, battleships have the highest HP and damage output of all the ships, and dominate ship-to-ship combat. However, they are comparatively slower and more expensive than other ships, keeping them as a disadvantage. Battleships are also vulnerable to submarines and naval bombers, but because of their high HP, they are able to tank hits from single units. These ships are best used as Pan-Asian, since they're available on day 1 and have higher damage. It is also viable to use as an Axis nation, but beware that Axis battleships are very expensive. It is not recommended to use as Comintern, and as Allies, only use in the mid to late game, as early game cruisers are a better deal. Always pair your battleships with destroyer/cruiser stacks to deter submarines and naval bombers; NEVER send your battleships on their own unless you've played this game to the point where you can identify the exceptions.
Aircraft Carrier:
Total Levels: 6
Terrain Bonuses: N/A
Stealth: None
Prefered Targets: None
Class: Surface
Usage: Carrying Aircraft (hence the name)
Doctrine Bonuses: Allies (Earlier Research), Pan-Asian (Earlier Research, +20% Production Time, +1 Aircraft Capacity)
Doctrine Detriments: Axis (Later Research)
Best Counter: Any Anti-Ship Unit (Cruisers, Battleships, Submarines, Naval Bombers)
Analysis: The "queen" of the ocean, carriers have only one goal in mind: bring aircraft to the battlefield at sea. Carriers allow the player to use aircraft even when deep in the middle of the ocean, far away from any land. carriers can be used to bring in naval bombers to destroy enemy fleets, interceptors to achieve air superiority, or tactical and attack bombers to attack coastal ground units. These are the only aircraft that can operate on carriers; strategic bombers, rocket fighters and nuclear bombers are off the table. Carriers give the player the chance to strike enemy fleets without risking any damage to themselves (assuming the enemy doesn't use carrier planes themselves!), reducing the effectiveness of units like battleships and submarines, whilst also necessitating the use of cruisers to deter enemy aircraft. However, carriers are sitting ducks by themselves, and need escorts such as battleships, cruisers and destroyers to protect them.
Convoy:
Total Levels: 4
Terrain Bonuses: N/A
Stealth: None
Prefered Targets: None
Class: Surface
Usage: Transport
Doctrine Bonuses: None
Doctrine Detriments: None
Best Counter: Any Anti-Ship Unit (Cruisers, Battleships, Submarines, Naval Bombers)
Analysis: An interesting unit, and not one most would consider a true naval unit. Convoys are a peculiar unit, since they do not need to be produced or upgraded. There are a variety of tricks to learn, such as convoy stacking. If the enemy were to attack you with a cruiser, and you also had a cruiser, how would you make sure you won the battle? One strategy is to add convoys to your cruiser, giving it additional HP to "cushion" the damage. Units you don't need, such as leftover militia, can be used, and the higher the level of your convoys, the higher HP they have. Besides that useful (and slightly unethical) tip, researching higher-level convoys helps with naval invasions, as you have faster and sturdier transports, reducing the margin of error that could occur. Make sure to always escort convoys with destroyers and cruisers to deter submarines and naval bombers.
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