naval nombers.
How to defend myself by sea?
I want to defend myself from an overseas attack by egypt and america. Whats the best way to do it? I'd build lots of u-boats and put one on every node (about what you see in the picture). If a u-boat then saw any enemy troops i'd send my big navy stack. Is there a better way to do this?
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that'd mean i'd have to build airfield everywhere and I'm already avoiding to build planes for that reason, i just build aa and artillery. I only have naval bombers on my carriersClaudio NVKP wrote:
naval nombers.
Field artillery?
wdym by that?Claudio NVKP wrote:
Field artillery?
When is the probable time of the invasion. Ie, when will it happen.ItzK3ky wrote:
wdym by that?Claudio NVKP wrote:
Field artillery?
I don't really now, could be tomorrow could be in a few daysClaudio NVKP wrote:
When is the probable time of the invasion. Ie, when will it happen.ItzK3ky wrote:
wdym by that?Claudio NVKP wrote:
Field artillery?
submarines and bombers
Glory to the Red Army!
Glory to the Revolution!
Marshal of the Forum High Command
Coastal batteries with 1 anti-air:1 artillery ratio (not necessarily just 2 units) with a sub stationed within firing range, fortified if invasion of that province is likely.ItzK3ky wrote:
I want to defend myself from an overseas attack by egypt and america. Whats the best way to do it? I'd build lots of u-boats and put one on every node (about what you see in the picture). If a u-boat then saw any enemy troops i'd send my big navy stack. Is there a better way to do this?
Coastal batteries force him also to engage with battleships, not cruisers (at least without heavy losses) which allows you to force battle if you've got your own.
Sub on every node is wasteful I think, only place them strategically. But still useful.
Augment with naval bombers for patrolling and for flexible reinforcement.
That said, you need to know your enemy's preferred unit types to defend from them (unless he sends only convoys without support, which is not intelligent)
ā Marshal Foch
A pretty mechanical toy [...] the war will never be won by such machines.
ā Lord Kitchener, on tanks
Produce units, scout with your subs, don't sleep.
The art of Call of War is this.DxC wrote:
don't sleep.
ā Marshal Foch
A pretty mechanical toy [...] the war will never be won by such machines.
ā Lord Kitchener, on tanks
This is really two questions.
1. How do I discover the invasion?
2. How do I stop the invasion?
Don't confuse 1 and 2, they are separate activities.
You want to find the enemy fleet as far away from your own shore as possible.
This will give you time to figure out how to stop them.
How? Fast units like destroyers and cruisers. Or you can use naval bombers.
During scouting, your units are dispersed to cover as much area as possible.
Once you find the fleet, decide if you can stop them at sea.
Do you have enough units, and enough time to stack them together and prepare an ambush?
If you do, great, have yourself a splendid naval battle.
If you cannot, then try to figure out where they are trying to land.
Prepare a welcome party: artillery, bombers, any kind of ranged unit.
Hit the transports while they are disembarking, if you can... that's easier.
It gets harder once they land and all the army units get their full land stats.
Good luck!
Militia make great coast guards. Place them in any non-plains terrain and enemy ships won't be able to see them or shoot at them. For farther out at sea, subs or spies are best.
RRG outrange battleships and can be used to defend against bombardment tactics.
Naval bombers are OP and will shred any mixed stack of ships unless they've gone all out on cruisers, and even then you're likely doing very efficient damage.
Ships themselves are resource sinks and shouldn't be used if your only goal is homeland/coastal defense.
But aren't they basically useless once the enemy lands? Dont they just simply die?jubjub bird wrote:
Militia make great coast guards. Place them in any non-plains terrain and enemy ships won't be able to see them or shoot at them.
true
Perhaps "guard" is the wrong term. Coast scouts.
Could I also build an aircraft factory on every coastal city and build marine bombers there?jubjub bird wrote:
Perhaps "guard" is the wrong term. Coast scouts.
That's a waste of resources. Planes are highly mobile, you don't need a bunch of aircraft factories. You just need a few cheap scouts to tell you where to send them.
This is all good advice!z00mz00m wrote:
This is really two questions.1. How do I discover the invasion?
2. How do I stop the invasion?
Don't confuse 1 and 2, they are separate activities.
You want to find the enemy fleet as far away from your own shore as possible.
This will give you time to figure out how to stop them.
How? Fast units like destroyers and cruisers. Or you can use naval bombers.
During scouting, your units are dispersed to cover as much area as possible.
Once you find the fleet, decide if you can stop them at sea.
Do you have enough units, and enough time to stack them together and prepare an ambush?
If you do, great, have yourself a splendid naval battle.
If you cannot, then try to figure out where they are trying to land.
Prepare a welcome party: artillery, bombers, any kind of ranged unit.
Hit the transports while they are disembarking, if you can... that's easier.
It gets harder once they land and all the army units get their full land stats.
Good luck!
I'm a huge fan of naval bombers for coastal defense. Especially if you are worried about two coasts. Naval bombers can quickly shift from one coast to the other where a fleet could take over a day to shift.
Naval bombers are perfect pack hunters. They can fan out to quickly scout large areas and you can pull them back to regroup and send them back against anything you find.
Also, because no one else has said it, don't forget spies. Yes, they'll only give you the reveals at day change, but don't underestimate how long it takes to put together a significant amphibious landing. If you know the two countries you are most concerned about, place spies in those two and build naval bombers. Yes, the cost of building an air strip network may be significant if you haven't built any other air units. But on the plus side, naval bombers are relatively cheap.
jubjub bird wrote:
For farther out at sea, subs or spies are best.
6thDragon wrote:
Also, because no one else has said it, don't forget spies.
Fair enough, guess you said it first and I overlooked it.jubjub bird wrote:
jubjub bird wrote:
For farther out at sea, subs or spies are best.![]()
6thDragon wrote:
Also, because no one else has said it, don't forget spies.
Spies are great because they have no research or production times and are put in place instantaneously instead of needing time to move from your production facilities into place.
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