3: Unit Composition and the ‘meta game’
Ah, this is the part that most people will probably find the most interesting. The core aspect of the game, what do I build and why.
To start off, as explained in Economy, certain countries are better suited for certain compositions. Egypt for instance will likely never have a grand tank army, and as Canada you will probably never build a single infantry all game (assuming you know what you are doing). Look at your core provinces, take in a part of trade (not too much) and decide. As a rule of thumb, there are some general ‘meta’ strategies (finetune them to your taste) I’d like to explain that tend to work if executed properly. All others, rest assured, usually have mediocre to utterly bad results, unless you are lucky or the best player around. I will detail 4 main approaches, while there are certainly a lot of sub varieties, these are the ones to consider.
A: The zombie strategy (aka Zerg tactic)
Perhaps the most popular strategy in CoW today, while in slight decline meta-wise. This strategy revolves around spamming endless streams of light tanks, backed up by a monstrous airforce, while caring little for economy. Do not be surprised to see more planes then any other unit. Navy depends on your country, but usually that means subs…subs…and more subs. Or only destroyers (never mix!). The idea behind it is that your economy is fueled by your rapid conquests, so you don’t need many buildings, aside the bare minimum needed to get the strategy going. It is by far the most flexible of all strategies and very hard to beat (there is a way though!). The reason why it is so hard to beat is that the weakness of the LT (cities, ATs TDs) is offset by the superior airforce that supports and blasts away anything in their path. The LT speed helps to conquer stuff faster than you can get your next cup of coffee. Sees a variation that includes arties currently
B: The turtle
The turtle usually thrives by a fast early conquest of AI and weak players, and then digs in for the remainder of the game – only to pop out with a monstrous army at the end of the game and destroy all in his path. Usually done by forting up the borders and trying to stay in the top 3 of biggest armies, making himself a very undesirable target. While it can be effective in the hands of a good player, the results tend to be hit or miss, as a focused attack by multiple players (with bigger economies to suffer the losses) tends to kill the turtle. A good strategy in some cases.
C: The anti-zombie approach
The name says it all, you build everything that is needed to counter a Zombie. This means plenty (well, LOTS) of fighters and AA units, and anti tank units (AT/TD, but also own tactical planes). Build little else, aside perhaps a few specialist units depending on circumstances. This strategy is suited for only 1 thing usually, and that is to face the Zombie. Strong advice to start SPAA on day 16 as research, they are stronger because they are armor based. The reason this strategy can be strong, is because the zombie strategy is used by so many people.
D: The mixed approach
While in the past it was a recipe for disaster against all other strategies, in the meta there is a rise in popularity in the PL. It can win against all other 3…but it can lose to them all the same. The mixed approach relies on knowledge of State Based Damage Efficiency (see also Air Combat guide), be in the top of the research at all times, have a strong economy and well, be good at everything. Needless to say, it is the most difficult of all, but executed properly, almost impossible to defeat. The mixed approach is a jack of all trades, and uses large ‘doomstacks’ to get what it wants. Stacks are a variety of units, usually with (relatively) strong AA capabilities. You have a decent airforce yourself (doesn’t need to be the biggest, just big enough) and do not skimp on artilleries, you need them. This strategy is basically unbeatable after day 17, assuming the player researched SPA and SPAA to compliment their stacks. No zombie player will dare to attack it, because a mixed doomstack takes down tac planes with ease, and be cheaper cost wise to do it. A turtle will likely lose on economy, and the anti zombie player should be pitied and just give up. Be warned though, that this approach to work for you, you need to be pretty good at the game, be active and generally know what you are doing.
Addendum: While it saddens me personally that planes are all powerful in all strategies, it is nearly impossible to win a game without them. I almost succeeded a few times, but almost is still not a win. The reader will probably have noticed I haven’t mentioned some units – it is because most other units have very very specific uses (doesn’t mean they are useless!) and generally are not produced in large quantities to make a decisive impact. Special mention in that regard goes to battleships, aircraft carriers, naval bombers, motor/mech infs. Commandos are useful in their own right and should be researched 9 out of 10 times, but they aren’t the backbone of any strategy.
Addendum 2: Oh, and rockets? Very very useful, the most powerful unit in the game probably. In the PL they are forbidden this first season, but in other games…well, make room for them…lots of room. Research them lvl 2 and higher for maximum effect.