As usual, the better plan is somewhere in the middle. I build 1 additional air in my core so I can build 1 bomber and 1 fighter at all times. Because most players ignore their air having just a fist full of bombers and fighters early is of great advantage. Yes the hardest part is anticipating where to build the next airfields and of course you have to wait 9 hours before you can get AF into the distant fight. Another advantage is since tanks suck in cities, bomber with tanks help the tanks. Disadvantage is you hurt the infrastructure you are going to need by using bombers, therefore IN attacking cities is the way to go.
6 simple mistakes even decent player make
- Convoy with no escorts: when sending a ship or a truck (mostly ships) anywhere, use the appropriate escorts to protect the troops that are moving over terrain that is not what they were built for. this mostly affects ships, since they can be sunk by bombers and other boats. to protect against that, use destroyers for subs, cruisers for aircraft, and destroyers for other ships.
- Anti-tank/Anti-air usage: these are some of your most important units. They use no oil (if you don't use the SP versions) and they are required for any good defensive line, since as the names imply, they specialize in taking down tanks and planes. Their defensive power is far greater than their offensive, and they slow down anything that moves faster than 15 km/hr.
- Infantry usage: I know everyone starts with a surplus of this unit, but after about day 10, this unit starts to be replaced with tanks(another reason to use Anti-tank). The problem is that tanks loose effectiveness with different terrains, and almost become sitting ducks in cities. Infantry is fast and cheep to produce, and has no terrain weakness.
- Air Bases: Air bases function at about 50% complete. To prevent a waste of materials, you build air base in every core province on day one after researching, and recruiting. An air base finishes in 18 hrs, so set an alarm for about 9 hrs after you build airbases(to synchronize, select all provinces in the province list. by clicking one and drag the cursor down. Then select the build icon on any selected province and build an air base. Every other selected province will do the same). stop the air base constrictions after 9 hrs and you get half the materials back.
- Artillery useage: people usually research artillery only to gain railroad guns. the truth is that railroad guns are extremely useful for bombarding enemy lines. they get close enough to actually see what you are attacking, and move faster than any railroad gun. Another artillery substitute, the rocket, can only be use once, along withe the overarching problem for both railroad guns and rockets, their cost. the basic artillery only needs the same amount of resources as an anti tank to produce.
- Transport ships: Used to transport land based units or air based units that can't fly over a body of water. Even if level 1 transport ships are just enough for the first day, they become target practice for submarines, cruisers, battleships and naval bombers later in the game. I know this ties in with the convoy part, but you also want to level up your transport ship, since they gain speed as they level up, allow the entire convoy to move faster.
Jack London, White Fang
My parents once told me not to play with matches, so I built a flamethrower
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I prefer to alphabetise the province list and then select the first 15 or so at a timem1tanker632 wrote:
Yes the hardest part is anticipating where to build the next airfields and of course you have to wait 9 hours before you can get AF into the distant fight
Jack London, White Fang
My parents once told me not to play with matches, so I built a flamethrower
That makes no sense.
Yet more useless wasting of resources! I personally have no idea why they put alphabetical order into the selection of search queries.NukeRaider33 wrote:
I prefer to alphabetise the province list and then select the first 15 or so at a timem1tanker632 wrote:
Yes the hardest part is anticipating where to build the next airfields and of course you have to wait 9 hours before you can get AF into the distant fight
Guys, I assume Nuke was being facetious.LordVoidVIII wrote:
I personally have no idea why they put alphabetical order into the selection of search queries.
Noob here, why in the world would building cruisers for ship to ship be a bad thing when its 10 attack 10 defence?NukeRaider33 wrote:
Yes, but they have the Achilles heel of any air unit, which is cruiser and AA. While AA is commonly under used, cruisers are commonly entirely used for the wrong purpose, For ship to ship defence, Thus creating an issue for all aircraft (even naval bombers).m1tanker632 wrote:
They are crushing formations with out AA, and in sufficient numbers, with fighters as HP takers, can heavily influence both players and AI.
Im only just starting to build a navy, no fights yet. But my thoughts from looking at the units is that subs are pretty dumb against a competent opponent, anything in the ocean should have at least a destroyer escort. Destroyers are pretty fast too. Subs seem like an invisible militia wheras destroyers are infantry. However destroyers have a pretty bad defense.. 1.5? If its destroyer vs destroyer then whoever is fortunate enough to be the attacker they win...
So the cruisers are just obviously the best mid tier ship right? Damn good at ship vs ship with 10 attack 10 defense, and utility with good anti air, and as much bombardment power as an arty vs armor and just .5 less against inf, while being on the ocean. That screams to me as a pretty powerful unit.. no? Please tell me how Im wrong before I build my planned fleet of them :')
Cruisers are ok, but they are not a Battleship. One detail that doesn't jump out at you is the range of fire.MonsieurIvan wrote:
would building cruisers for ship to ship be a bad thing when its 10 attack 10 defence?

So lets say you have a cruiser fleet sitting still while you are sleeping. Someone with a battleship fleet can park just out of your range and send your fleet to the bottom of the ocean, without you even getting a chance to return fire.
A mixed stack is always the best when you are planning for the unknown. For a navy group I typically do: 2 Carriers, 3 battleships, 3 cruisers, 4 or 5 destroyers, and a few subs. Now there is something to keep in mind when you are attacking with a mixed stack like that: If you tell the group to attack a target it will move to where the battleship can start firing, and the cruisers and destroyers will be back out of range. When attacking submarines especially your two longer range units are fairly useless on subs, so you can either split the destroyers out of the stack and send them ahead, or march your entire navy to the close range that the destroyers need.
VorlonFCW
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Good tips good tips! Thanks 
No, you're not wrong. Cruisers are not bad for ship-to-ship combat at all. In fact, they not only add intermediate-range naval gunfire, but their 50 added hit points are effective "damage-soakers" for larger capital ships (i.e. battleships, aircraft carriers). That said, the in-game cruiser squadron was clearly designed to be an anti-aircraft fleet defense unit, and in this regard they parallel their real world WW2 counterparts of the Royal Navy and U.S. Navy.MonsieurIvan wrote:
Noob here, why in the world would building cruisers for ship to ship be a bad thing when its 10 attack 10 defence?
The problems for the in-game cruisers, like so many specialized "niche" units, are (a) deciding whether you really need them in a particular game, and (b) working them into your 24/7 unit research schedule in which they must compete with other optional units for research time. Of course, you can always solved the second problem by spending a little gold to accelerate other research to make room for that of cruisers. It's a matter of prioritizing the research of units that are important in a given game, and also prioritizing those units that are necessary for your own game strategy.
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