Doctrine Tier List and why

Out of the four doctrines (Pan-Asian, Comintern, Axis, Allied) I believe the best is Pan-Asian.

Here are the reasons:

Infantry is better than a dark chocolate Lindt. This means its really good for games with no starting research (CoN, WaW, Antarctica etc.)

Overall it has really good starting units like AC, Artillery and LTs. This makes it really good early game.

Also if this counts their units look good.

Comintern is second for following reasons:

Infantry is cheap, but I prefer spamming 100 lv1 militia and upgrading them to level 4.

Medium tanks and heavy tanks good. Rocket arty is good. They are just really spammable and good for small nations who need cheap units and big nations who need to cover large borders. it is good mid and later game.

Its heavy tanks look like sh*t for first 2 levels if this matters.

Axis is third because...

Its starting units are bad. At at least it has motorized infantry early and its units are rally powerful.

Really expensive. Only expensive hard to make things are good(RR, Heavy tanks, I guess medium tanks too.) Now comes the worst doctrine in my opinion.

Allied.

I understand its basic strategy but I just hate it.

one of its starting units are good AND its not powerful like Axis where your units are great at everything. SP arty, commandos and paratroopers are good but why? No ones waiting 18 hours to make 1 paratroopers while the level 2000 neighbor is spamming 1000 militia!? Your cooked!

I know some of you are going to be like "but its nukes are good!" Well I don't see a difference if Japan or Germany nuke ur stack. your still cooked.

Well this is just my opinion be free to tell me why I'm wrong in responses I am happy to learn! :D

If we come to a minefield, our infantry attacks exactly as it were not there - Georgy Zhukov

Post a Reply

Please log in to post a reply.

11 Replies

Triangle Guard wrote:

Out of the four doctrines (Pan-Asian, Comintern, Axis, Allied) I believe the best is Pan-Asian.

Here are the reasons:

Infantry is better than a dark chocolate Lindt. This means its really good for games with no starting research (CoN, WaW, Antarctica etc.)

Overall it has really good starting units like AC, Artillery and LTs. This makes it really good early game.

Also if this counts their units look good.

Comintern is second for following reasons:

Infantry is cheap, but I prefer spamming 100 lv1 militia and upgrading them to level 4.

Medium tanks and heavy tanks good. Rocket arty is good. They are just really spammable and good for small nations who need cheap units and big nations who need to cover large borders. it is good mid and later game.

Its heavy tanks look like sh*t for first 2 levels if this matters.

Axis is third because...

Its starting units are bad. At at least it has motorized infantry early and its units are rally powerful.

Really expensive. Only expensive hard to make things are good(RR, Heavy tanks, I guess medium tanks too.) Now comes the worst doctrine in my opinion.

Allied.

I understand its basic strategy but I just hate it.

one of its starting units are good AND its not powerful like Axis where your units are great at everything. SP arty, commandos and paratroopers are good but why? No ones waiting 18 hours to make 1 paratroopers while the level 2000 neighbor is spamming 1000 militia!? Your cooked!

I know some of you are going to be like "but its nukes are good!" Well I don't see a difference if Japan or Germany nuke ur stack. your still cooked.

Well this is just my opinion be free to tell me why I'm wrong in responses I am happy to learn! :D

1000 militia ? are they free ? you need manpower to train them

allies should start with tactical bombers and armored cars you don't need commandos and paratroopers mostly add them sp arty sp rocket and sp anti air tank destroyer you will be fine

you have a high speed stack it is like a dream

Undaunted wrote:

Triangle Guard wrote:

Out of the four doctrines (Pan-Asian, Comintern, Axis, Allied) I believe the best is Pan-Asian.

Here are the reasons:

Infantry is better than a dark chocolate Lindt. This means its really good for games with no starting research (CoN, WaW, Antarctica etc.)

Overall it has really good starting units like AC, Artillery and LTs. This makes it really good early game.

Also if this counts their units look good.

Comintern is second for following reasons:

Infantry is cheap, but I prefer spamming 100 lv1 militia and upgrading them to level 4.

Medium tanks and heavy tanks good. Rocket arty is good. They are just really spammable and good for small nations who need cheap units and big nations who need to cover large borders. it is good mid and later game.

Its heavy tanks look like sh*t for first 2 levels if this matters.

Axis is third because...

Its starting units are bad. At at least it has motorized infantry early and its units are rally powerful.

Really expensive. Only expensive hard to make things are good(RR, Heavy tanks, I guess medium tanks too.) Now comes the worst doctrine in my opinion.

Allied.

I understand its basic strategy but I just hate it.

one of its starting units are good AND its not powerful like Axis where your units are great at everything. SP arty, commandos and paratroopers are good but why? No ones waiting 18 hours to make 1 paratroopers while the level 2000 neighbor is spamming 1000 militia!? Your cooked!

I know some of you are going to be like "but its nukes are good!" Well I don't see a difference if Japan or Germany nuke ur stack. your still cooked.

Well this is just my opinion be free to tell me why I'm wrong in responses I am happy to learn! :D

1000 militia ? are they free ? you need manpower to train them

allies should start with tactical bombers and armored cars you don't need commandos and paratroopers mostly add them sp arty sp rocket and sp anti air tank destroyer you will be fine

you have a high speed stack it is like a dream

You can obviously do that but I mean all of your buffs are in later research. Commando is the only infantry buff, Tank destroyer on ly tank buff,SP arty only ordanance and so on. Air and Naval have buff, but they can't capture land or anything.

Also the milita was sarcasm.

If we come to a minefield, our infantry attacks exactly as it were not there - Georgy Zhukov

Triangle Guard wrote:

Undaunted wrote:

Triangle Guard wrote:

Out of the four doctrines (Pan-Asian, Comintern, Axis, Allied) I believe the best is Pan-Asian.

Here are the reasons:

Infantry is better than a dark chocolate Lindt. This means its really good for games with no starting research (CoN, WaW, Antarctica etc.)

Overall it has really good starting units like AC, Artillery and LTs. This makes it really good early game.

Also if this counts their units look good.

Comintern is second for following reasons:

Infantry is cheap, but I prefer spamming 100 lv1 militia and upgrading them to level 4.

Medium tanks and heavy tanks good. Rocket arty is good. They are just really spammable and good for small nations who need cheap units and big nations who need to cover large borders. it is good mid and later game.

Its heavy tanks look like sh*t for first 2 levels if this matters.

Axis is third because...

Its starting units are bad. At at least it has motorized infantry early and its units are rally powerful.

Really expensive. Only expensive hard to make things are good(RR, Heavy tanks, I guess medium tanks too.) Now comes the worst doctrine in my opinion.

Allied.

I understand its basic strategy but I just hate it.

one of its starting units are good AND its not powerful like Axis where your units are great at everything. SP arty, commandos and paratroopers are good but why? No ones waiting 18 hours to make 1 paratroopers while the level 2000 neighbor is spamming 1000 militia!? Your cooked!

I know some of you are going to be like "but its nukes are good!" Well I don't see a difference if Japan or Germany nuke ur stack. your still cooked.

Well this is just my opinion be free to tell me why I'm wrong in responses I am happy to learn! :D

1000 militia ? are they free ? you need manpower to train themallies should start with tactical bombers and armored cars you don't need commandos and paratroopers mostly add them sp arty sp rocket and sp anti air tank destroyer you will be fine

you have a high speed stack it is like a dream

You can obviously do that but I mean all of your buffs are in later research. Commando is the only infantry buff, Tank destroyer on ly tank buff,SP arty only ordanance and so on. Air and Naval have buff, but they can't capture land or anything.

Also the milita was sarcasm.

You have shorter production time upgrade time and costs

You can use war bonds to research them faster

at the beginning of game tactical bombers + armored cars are Mostly enough to grow you have enough infantry from beginning

after 2-3 days start to arty units so if your planes cant kill a target arty will do it

Why you cant capture land ?

Communist guy use 10 rocket arty

Axis guy use 10 motorized infantry

Pan asian guy use 10 light tank

and you can use 10 tac bombers :)

Mostly you wont need even commando and tank destroyer

You have artillery and planes they are killing enemies with minimum counter damage

Why you dream heavy tank bonuses ??

Undaunted wrote:

Triangle Guard wrote:

Undaunted wrote:

Triangle Guard wrote:

Out of the four doctrines (Pan-Asian, Comintern, Axis, Allied) I believe the best is Pan-Asian.

Here are the reasons:

Infantry is better than a dark chocolate Lindt. This means its really good for games with no starting research (CoN, WaW, Antarctica etc.)

Overall it has really good starting units like AC, Artillery and LTs. This makes it really good early game.

Also if this counts their units look good.

Comintern is second for following reasons:

Infantry is cheap, but I prefer spamming 100 lv1 militia and upgrading them to level 4.

Medium tanks and heavy tanks good. Rocket arty is good. They are just really spammable and good for small nations who need cheap units and big nations who need to cover large borders. it is good mid and later game.

Its heavy tanks look like sh*t for first 2 levels if this matters.

Axis is third because...

Its starting units are bad. At at least it has motorized infantry early and its units are rally powerful.

Really expensive. Only expensive hard to make things are good(RR, Heavy tanks, I guess medium tanks too.) Now comes the worst doctrine in my opinion.

Allied.

I understand its basic strategy but I just hate it.

one of its starting units are good AND its not powerful like Axis where your units are great at everything. SP arty, commandos and paratroopers are good but why? No ones waiting 18 hours to make 1 paratroopers while the level 2000 neighbor is spamming 1000 militia!? Your cooked!

I know some of you are going to be like "but its nukes are good!" Well I don't see a difference if Japan or Germany nuke ur stack. your still cooked.

Well this is just my opinion be free to tell me why I'm wrong in responses I am happy to learn! :D

1000 militia ? are they free ? you need manpower to train themallies should start with tactical bombers and armored cars you don't need commandos and paratroopers mostly add them sp arty sp rocket and sp anti air tank destroyer you will be fineyou have a high speed stack it is like a dream
You can obviously do that but I mean all of your buffs are in later research. Commando is the only infantry buff, Tank destroyer on ly tank buff,SP arty only ordanance and so on. Air and Naval have buff, but they can't capture land or anything.Also the milita was sarcasm.
You have shorter production time upgrade time and costsYou can use war bonds to research them faster

at the beginning of game tactical bombers + armored cars are Mostly enough to grow you have enough infantry from beginning

after 2-3 days start to arty units so if your planes cant kill a target arty will do it

Why you cant capture land ?

Communist guy use 10 rocket arty

Axis guy use 10 motorized infantry

Pan asian guy use 10 light tank

and you can use 10 tac bombers :)

Mostly you wont need even commando and tank destroyer

You have artillery and planes they are killing enemies with minimum counter damage

Why you dream heavy tank bonuses ??

Yeah but for games where research actually starts on day one(CoN, WaW, Antarctica etc.) it basically has no buff.
If we come to a minefield, our infantry attacks exactly as it were not there - Georgy Zhukov

Triangle Guard wrote:

Undaunted wrote:

Triangle Guard wrote:

Undaunted wrote:

Triangle Guard wrote:

Out of the four doctrines (Pan-Asian, Comintern, Axis, Allied) I believe the best is Pan-Asian.

Here are the reasons:

Infantry is better than a dark chocolate Lindt. This means its really good for games with no starting research (CoN, WaW, Antarctica etc.)

Overall it has really good starting units like AC, Artillery and LTs. This makes it really good early game.

Also if this counts their units look good.

Comintern is second for following reasons:

Infantry is cheap, but I prefer spamming 100 lv1 militia and upgrading them to level 4.

Medium tanks and heavy tanks good. Rocket arty is good. They are just really spammable and good for small nations who need cheap units and big nations who need to cover large borders. it is good mid and later game.

Its heavy tanks look like sh*t for first 2 levels if this matters.

Axis is third because...

Its starting units are bad. At at least it has motorized infantry early and its units are rally powerful.

Really expensive. Only expensive hard to make things are good(RR, Heavy tanks, I guess medium tanks too.) Now comes the worst doctrine in my opinion.

Allied.

I understand its basic strategy but I just hate it.

one of its starting units are good AND its not powerful like Axis where your units are great at everything. SP arty, commandos and paratroopers are good but why? No ones waiting 18 hours to make 1 paratroopers while the level 2000 neighbor is spamming 1000 militia!? Your cooked!

I know some of you are going to be like "but its nukes are good!" Well I don't see a difference if Japan or Germany nuke ur stack. your still cooked.

Well this is just my opinion be free to tell me why I'm wrong in responses I am happy to learn! :D

1000 militia ? are they free ? you need manpower to train themallies should start with tactical bombers and armored cars you don't need commandos and paratroopers mostly add them sp arty sp rocket and sp anti air tank destroyer you will be fineyou have a high speed stack it is like a dream
You can obviously do that but I mean all of your buffs are in later research. Commando is the only infantry buff, Tank destroyer on ly tank buff,SP arty only ordanance and so on. Air and Naval have buff, but they can't capture land or anything.Also the milita was sarcasm.
You have shorter production time upgrade time and costsYou can use war bonds to research them fasterat the beginning of game tactical bombers + armored cars are Mostly enough to grow you have enough infantry from beginning

after 2-3 days start to arty units so if your planes cant kill a target arty will do it

Why you cant capture land ?

Communist guy use 10 rocket arty

Axis guy use 10 motorized infantry

Pan asian guy use 10 light tank

and you can use 10 tac bombers :)

Mostly you wont need even commando and tank destroyer

You have artillery and planes they are killing enemies with minimum counter damage

Why you dream heavy tank bonuses ??

Yeah but for games where research actually starts on day one(CoN, WaW, Antarctica etc.) it basically has no buff.
for x4 100p map you can finish your research fastly with war bonds and produce tactical bombers in first 45 min

they have more %15 range and attack damage against light armored units what you want more ?

Undaunted wrote:

Triangle Guard wrote:

Undaunted wrote:

Triangle Guard wrote:

Undaunted wrote:

Triangle Guard wrote:

Out of the four doctrines (Pan-Asian, Comintern, Axis, Allied) I believe the best is Pan-Asian.

Here are the reasons:

Infantry is better than a dark chocolate Lindt. This means its really good for games with no starting research (CoN, WaW, Antarctica etc.)

Overall it has really good starting units like AC, Artillery and LTs. This makes it really good early game.

Also if this counts their units look good.

Comintern is second for following reasons:

Infantry is cheap, but I prefer spamming 100 lv1 militia and upgrading them to level 4.

Medium tanks and heavy tanks good. Rocket arty is good. They are just really spammable and good for small nations who need cheap units and big nations who need to cover large borders. it is good mid and later game.

Its heavy tanks look like sh*t for first 2 levels if this matters.

Axis is third because...

Its starting units are bad. At at least it has motorized infantry early and its units are rally powerful.

Really expensive. Only expensive hard to make things are good(RR, Heavy tanks, I guess medium tanks too.) Now comes the worst doctrine in my opinion.

Allied.

I understand its basic strategy but I just hate it.

one of its starting units are good AND its not powerful like Axis where your units are great at everything. SP arty, commandos and paratroopers are good but why? No ones waiting 18 hours to make 1 paratroopers while the level 2000 neighbor is spamming 1000 militia!? Your cooked!

I know some of you are going to be like "but its nukes are good!" Well I don't see a difference if Japan or Germany nuke ur stack. your still cooked.

Well this is just my opinion be free to tell me why I'm wrong in responses I am happy to learn! :D

1000 militia ? are they free ? you need manpower to train themallies should start with tactical bombers and armored cars you don't need commandos and paratroopers mostly add them sp arty sp rocket and sp anti air tank destroyer you will be fineyou have a high speed stack it is like a dream
You can obviously do that but I mean all of your buffs are in later research. Commando is the only infantry buff, Tank destroyer on ly tank buff,SP arty only ordanance and so on. Air and Naval have buff, but they can't capture land or anything.Also the milita was sarcasm.
You have shorter production time upgrade time and costsYou can use war bonds to research them fasterat the beginning of game tactical bombers + armored cars are Mostly enough to grow you have enough infantry from beginningafter 2-3 days start to arty units so if your planes cant kill a target arty will do it

Why you cant capture land ?

Communist guy use 10 rocket arty

Axis guy use 10 motorized infantry

Pan asian guy use 10 light tank

and you can use 10 tac bombers :)

Mostly you wont need even commando and tank destroyer

You have artillery and planes they are killing enemies with minimum counter damage

Why you dream heavy tank bonuses ??

Yeah but for games where research actually starts on day one(CoN, WaW, Antarctica etc.) it basically has no buff.
for x4 100p map you can finish your research fastly with war bonds and produce tactical bombers in first 45 minthey have more %15 range and attack damage against light armored units what you want more ?
Bro I mean like you have to wait 6 hours for next day research so even if you use war bonds nothing happens. But in a 4x WaW map as comintern you can pump out a couple recruiting station and then make 200 militia.
If we come to a minefield, our infantry attacks exactly as it were not there - Georgy Zhukov

Triangle Guard wrote:

Undaunted wrote:

Triangle Guard wrote:

Undaunted wrote:

Triangle Guard wrote:

Undaunted wrote:

Triangle Guard wrote:

Out of the four doctrines (Pan-Asian, Comintern, Axis, Allied) I believe the best is Pan-Asian.

Here are the reasons:

Infantry is better than a dark chocolate Lindt. This means its really good for games with no starting research (CoN, WaW, Antarctica etc.)

Overall it has really good starting units like AC, Artillery and LTs. This makes it really good early game.

Also if this counts their units look good.

Comintern is second for following reasons:

Infantry is cheap, but I prefer spamming 100 lv1 militia and upgrading them to level 4.

Medium tanks and heavy tanks good. Rocket arty is good. They are just really spammable and good for small nations who need cheap units and big nations who need to cover large borders. it is good mid and later game.

Its heavy tanks look like sh*t for first 2 levels if this matters.

Axis is third because...

Its starting units are bad. At at least it has motorized infantry early and its units are rally powerful.

Really expensive. Only expensive hard to make things are good(RR, Heavy tanks, I guess medium tanks too.) Now comes the worst doctrine in my opinion.

Allied.

I understand its basic strategy but I just hate it.

one of its starting units are good AND its not powerful like Axis where your units are great at everything. SP arty, commandos and paratroopers are good but why? No ones waiting 18 hours to make 1 paratroopers while the level 2000 neighbor is spamming 1000 militia!? Your cooked!

I know some of you are going to be like "but its nukes are good!" Well I don't see a difference if Japan or Germany nuke ur stack. your still cooked.

Well this is just my opinion be free to tell me why I'm wrong in responses I am happy to learn! :D

1000 militia ? are they free ? you need manpower to train themallies should start with tactical bombers and armored cars you don't need commandos and paratroopers mostly add them sp arty sp rocket and sp anti air tank destroyer you will be fineyou have a high speed stack it is like a dream
You can obviously do that but I mean all of your buffs are in later research. Commando is the only infantry buff, Tank destroyer on ly tank buff,SP arty only ordanance and so on. Air and Naval have buff, but they can't capture land or anything.Also the milita was sarcasm.
You have shorter production time upgrade time and costsYou can use war bonds to research them fasterat the beginning of game tactical bombers + armored cars are Mostly enough to grow you have enough infantry from beginningafter 2-3 days start to arty units so if your planes cant kill a target arty will do itWhy you cant capture land ?

Communist guy use 10 rocket arty

Axis guy use 10 motorized infantry

Pan asian guy use 10 light tank

and you can use 10 tac bombers :)

Mostly you wont need even commando and tank destroyer

You have artillery and planes they are killing enemies with minimum counter damage

Why you dream heavy tank bonuses ??

Yeah but for games where research actually starts on day one(CoN, WaW, Antarctica etc.) it basically has no buff.
for x4 100p map you can finish your research fastly with war bonds and produce tactical bombers in first 45 minthey have more %15 range and attack damage against light armored units what you want more ?
Bro I mean like you have to wait 6 hours for next day research so even if you use war bonds nothing happens. But in a 4x WaW map as comintern you can pump out a couple recruiting station and then make 200 militia.
so ? bomb them with planes :)

Bro this is just doctrine not the whole strategy. I know a pro can play any doctrine, but what is most fun + best buffs/debuffs.

If we come to a minefield, our infantry attacks exactly as it were not there - Georgy Zhukov

Axis is very predictable and hard to evolve unless you are a pro player. Noob axis player will use the same strategy or spam buildings and farm resources. They go all in on basic infantry and tank choices with little focus on aircraft and navy then to add new troops like a stack of artillery will take all their resources away.

Pan asian has the best buffs, very simple and effective. Not so strong in secret weapons but it makes up for it in the troop combos. Infantry + arty + ACs with best interceptor and navy units.

Allies is best in speed games like swift strike, as their only disadvantage of slow speed goes away and the buffs really help. Other than that allied has the worst navy among the 4, it takes days to go anywhere and units are not as strong as other doctrines.

I don't play comintern much, because it is weak at the start and half the time i wake up extinct. Then to spam militia and ATs without prenuim takes hours. Unless it's a speed game, ill have to sit and stare at the screen all day.

Definitely PA. Let me tell you why.

Speed. L6 PA arty is fester than L1 AC in other doctrines. This means PA arty can shoot and scoot from almost all dangers. Other examples include AC/LT, which is even more powerful as they’re cheap and can stick around, so powerful they can kill a stack of TDs, which are more powerful but in almost all cases the TDs will be outnumbered. This causes predictable winners in a PA vs Allies fight. :)

Day 1 unit buffs. Yes when playing PA all your neighbors will be PA as well, but in maps like CON/Homefront you have non-PA neighbors, and then you can beat the **** out of them.

AoS. Useful in 95% of the battles you fight, but since it requires activity I won’t get into it.

Terrain buffs. Usually you have to consider terrain before a battle, and having a huge buff makes the fight easier.

The HP penalty does suck sometimes, but as your units are mostly day 1/2 units you are going to have the numerical advantage against other doctrines, who would have to deal with obsolete and/or red-lined starting units.

In general, PA is an OP doctrine and I will see how OP it is when I start the next WaW game later on.

Ingame name: Providence 031
Playthroughs might be coming. I will try my best to not get killed :) but if I do, pls forgive me :S .
Playthroughs have to wait, could be making one soon, or not. If not wait till next year.
Have a good game :)

*faster*

Ingame name: Providence 031
Playthroughs might be coming. I will try my best to not get killed :) but if I do, pls forgive me :S .
Playthroughs have to wait, could be making one soon, or not. If not wait till next year.
Have a good game :)

Post a Reply

Please log in to post a reply.

Back to Looking for Players
Quick Launch