Hi, I am not a beginner to Call of War, I'd say I'm an intermediate with about 17~ games, but the thing is I always see countries expand to 3 countries in only 2 or 1 day. What is the fastest way to attack/expand into a country? Do you put all of your troops into one place and attack at once, overwhelming the enemy's smaller stacks (what I do currently) Or do you take advantage of the SBDE and get 2 10 stacks at the beginning? I am looking for advice from more experienced players because it seems ridiculous to me how some players can completely conquer 3~ countries in one or two days.
NOTE: Are they gold spamming troops?
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51 Replies
4 Apr 2022, 04:15
I think to a point most players just want a small advantage or at least a path of least resistance. If you join a game and find yourself with two active neighbors, one a level five on their second game who hadnβt built any buildings by the first day change and the other is level 75 with 17 games played winning over half, which will you plan to attack?
If you see two coalitions with an open slot, which will you be most likely to try to join? Probably the one you think has the better chance of winning.
There are always exceptions of course, everyone has different motivations and morale compass, there are few one-size-fits all rules.
4 Apr 2022, 04:57
6thDragon wrote:
I think to a point most players just want a small advantage or at least a path of least resistance. If you join a game and find yourself with two active neighbors, one a level five on their second game who hadnβt built any buildings by the first day change and the other is level 75 with 17 games played winning over half, which will you plan to attack?
If you see two coalitions with an open slot, which will you be most likely to try to join? Probably the one you think has the better chance of winning.
There are always exceptions of course, everyone has different motivations and morale compass, there are few one-size-fits all rules.
Well, in those circumstances. I see only way is to prepare to war, with the guy who has won half of he's games.
I would not consider newbie even threat. That sayed, I'm always in my toes, even with my posible own coalition members(or should I say especially).
7 Apr 2022, 02:30
Yeah, a lot of players would rush to take over the newbie first. I always let them and they usually take modest casualties in the process. While I would prepare for the more advanced player after they take over the new player. You can even plan to attack just before they finish them and hope to catch them off guard.
Even better, I usually try to start with a coastal country with a small AI nation with a coastal capital. If you make your first research cruisers and send them to take the AIβs capital, you can usually bombard them down with just two or three cruisers in the first day. Then just send an infantry with a arty or two and you can capture the capital before day change without casualties and use the morale bump from taking a capital to boost your morale along with your resource production going into the second day. Itβs not dramatically quick expansion but itβs a good start. Plus you can position the rest of your troops to defend against an attack from an active player.
The new supply drops on day one are taking me some getting use to. They definitely make a difference and if you get resources (instead of blueprints) with the first one, you can put that to good use early.
7 Apr 2022, 09:07
6thDragon wrote:
The new supply drops on day one are taking me some getting use to. They definitely make a difference and if you get resources (instead of blueprints) with the first one, you can put that to good use early.
Actually there's a huge advantage for the veteran player there... we don't have to "worry" about getting blueprints (we already have them all), so all supply drops are automatically resources.
The new supply drops on day one are taking me some getting use to. They definitely make a difference and if you get resources (instead of blueprints) with the first one, you can put that to good use early.
Actually there's a huge advantage for the veteran player there... we don't have to "worry" about getting blueprints (we already have them all), so all supply drops are automatically resources.
I never really thought about it, but thatβs a good point.
Getting a blueprint for the first supply drop is the worst. I donβt mind them mid and late game when you have built up your resource production.
8 Apr 2022, 00:54
I know. Whenever I want resources, I get blueprints. Whenever I want blueprints, I get resources.
WHOS GONNA CARRY THE BOATS? WHOS GONNA CARRY THE LOGS? THEY DON'T KNOW YOU SON! - David Goggins
17 Apr 2022, 11:59
K.Rokossovski wrote:
What jubjub means is this:
Let's see we have an 1.0 player who had killed 1,500 units and lost 1,000; his k/d was 1.5.
In the new version, he is "better" (because he loses less troops when he's succesfull). Lets say he played a few games, killed 200 units and lost 100. His k/d is now (1500 + 200) / (1000 + 100) ~= 1.54.
A new player who did the same thing in 1.5 (kill 200 and lose 100) has a k/d of 2, obviously. So the vet will "carry the burden" of his 1.0 history for a long time.
FINALLY, an explanation why my KDR is so flipping bad. I've played for around 3 years, but went on a 1(ish) year hiatus, just about the time CoW 1.5 was fully released. Thank you so much for shining so light onto this mystery.
25 Apr 2022, 00:45
Donk2.0 wrote:
Also, I forgot to put this in the 1st post, but make sure to balance expansion and economy. I always start with building a production building in each city, followed by industry. Then I normally continue leveling up the industry to the max, as well as adding a production building whenever needed. This will be critical in the late game.
i remember awhile back when we played together and I gave you the same advise.
27 Apr 2022, 05:33
I forgot to put this in the 1st post, but make sure to balance expansion and economy.
I always start with building a production building in each city, followed by industry.
Then I normally continue leveling up the industry to the max.
As well as adding a production building whenever needed. This will be critical in the late game.