Share your favorite stacks!

Ever had those moments where you make a killer stack and you feel so good about it? I just did. Day 9 in World at War, and I know that no one else will rule the seas with this stack around :)

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And take a peek at the stats:

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A perfect all-around naval stack.

Anyways, feel free to share your favorites here as well. I'll be posting more stacks here whenever I get really good ones.

P.S. Advice for Naval players: Allied and Pan Asian doctrines are great!

โ€œA battle fought without determination is a battle lost.โ€ - Josip Broz Tito

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156 Replies

jubjub bird wrote:

Railroad guns and ACs would be an obvious choice, but since we're being creative, good luck attacking this stack with your medium tanks and mot inf (note that the AA have a hills bonus)

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It's trivially easy to add even more AA to this stack--they're cheap and they produce quickly. It would also be easy to add anti-unarmored damage if needed. Don't forget that unarmored usually have lower HP values, so that 85/92 damage is doing quite a bit as a percentage of your mot inf's health.

What day?

20 heavy tanks, 20 militia, 20 rail road guns, 20 anti air, 20 arty, 20 rocket arty, 20 armoured cars, 20 tank destroyers, 20 light tanks

็Ÿฅๅทฑ็Ÿฅๅฝผ๏ผŒ็™พๆˆ˜ไธๆฎ†

Destructo the Great wrote:

20 heavy tanks, 20 militia, 20 rail road guns, 20 anti air, 20 arty, 20 rocket arty, 20 armoured cars, 20 tank destroyers, 20 light tanks
bruh lol

jubjub bird wrote:

Railroad guns and ACs would be an obvious choice, but since we're being creative, good luck attacking this stack with your medium tanks and mot inf (note that the AA have a hills bonus)

Forum attachmentForum attachment

It's trivially easy to add even more AA to this stack--they're cheap and they produce quickly. It would also be easy to add anti-unarmored damage if needed. Don't forget that unarmored usually have lower HP values, so that 85/92 damage is doing quite a bit as a percentage of your mot inf's health.

you're surely using gold, no way you can get a stack that good on day 8

Carking the 6th wrote:

Sure, but then youโ€™ll have to spend time researching a dozen units, and falling behind. In the end having a type of unit as a general idea to counter another gets the trick done. There is not one way to use a unit, so itโ€™s perfectly fine to make cocktails as an overall strategy for what you will use. And for Peteโ€™s sake read the title! This is question someone asked and I answered!

The point is to mix units in a way that makes sense.

Good examples:

RRG plus AA for air cover.

Infantry plus AT guns defending a city.

Cruisers traveling with transports.

1 AC with every stack of MT to prevent running into stealth units.

Bad examples:

Infantry plus tanks. One should be defending a forest or city, the other should be moving quickly and fighting in the open.

Motorized infantry plus AA. Fast scout with slow air cover. Makes no sense.

Commandos plus heavy tanks. Stealth unit good in rough terrain with visible unit good in the open.

Any close combat unit with artillery. One should be in front defending, the other should be behind shooting over the heads of their friends. Never in close combat.

z00mz00m wrote:

Any close combat unit with artillery.
There are a number of instances where it is useful to stack melee with artillery. Examples: anti air for obvious reasons, marching with offensive or aggressive fire control. If I think I can kill any advancing army with artillery before it reaches me, I will usually stack my other units with arty so that my units don't lose HP to melee.

DxC wrote:

z00mz00m wrote:

Any close combat unit with artillery.
There are a number of instances where it is useful to stack melee with artillery. Examples: anti air for obvious reasons, marching with offensive or aggressive fire control. If I think I can kill any advancing army with artillery before it reaches me, I will usually stack my other units with arty so that my units don't lose HP to melee.
In my next game I think I want to make a stack of 20 units instead of 12

It could have: 3 infantries, 2 commandos, 3 militia, 2 armor cars, 3 light tank, 2 medium tank, 2 heavy tank, 3 anti air

Useleas and a waste of time

Militia will slow you down uselessly

Glory to the Union!
Glory to the Red Army!
Glory to the Revolution!
Marshal of the Forum High Command

TheZhukov wrote:

Useleas and a waste of time

Militia will slow you down uselessly

Then why does everyone say militia is good unit?

good thing about militia is cheap, ez 2 make and has forest bonus

People,

Please prove you have an IQ above 75 by reading and understanding the frickin' title of this thread.

This thread isn't about what you research, or about whether you use gold, or about critiquing what people build, or about bragging about what you like to build, or about any of that chit-chat.

To keep it useful PLEASE only use this thread to share stacks you ACTUALLY BUILT during one of your ACTUAL GAMES.

Thank you.

โ€œA battle fought without determination is a battle lost.โ€ - Josip Broz Tito

z00mz00m wrote:

Carking the 6th wrote:

Sure, but then youโ€™ll have to spend time researching a dozen units, and falling behind. In the end having a type of unit as a general idea to counter another gets the trick done. There is not one way to use a unit, so itโ€™s perfectly fine to make cocktails as an overall strategy for what you will use. And for Peteโ€™s sake read the title! This is question someone asked and I answered!
The point is to mix units in a way that makes sense.

Good examples:

RRG plus AA for air cover.

Infantry plus AT guns defending a city.

Cruisers traveling with transports.

1 AC with every stack of MT to prevent running into stealth units.

Bad examples:

Infantry plus tanks. One should be defending a forest or city, the other should be moving quickly and fighting in the open.

Motorized infantry plus AA. Fast scout with slow air cover. Makes no sense.

Commandos plus heavy tanks. Stealth unit good in rough terrain with visible unit good in the open.

Any close combat unit with artillery. One should be in front defending, the other should be behind shooting over the heads of their friends. Never in close combat.

why would you build rrg with you already have plenty of arty. Also at is pretty useless if you have medium or heavy tank already.

Brando Dilla wrote:

People,

Please prove you have an IQ above 75 by reading and understanding the frickin' title of this thread.

This thread isn't about what you research, or about whether you use gold, or about critiquing what people build, or about bragging about what you like to build, or about any of that chit-chat.

To keep it useful PLEASE only use this thread to share stacks you ACTUALLY BUILT during one of your ACTUAL GAMES.

Thank you.

oh sorry your majesty

Militia are great if you use them for the right thing, which usually isn't their damage output.

As long as we're talking about stacks greater than 10 units, what matters most in assessing whether a certain unit fits is its marginal benefit over the unit it would be replacing in damage calculations. This is why AA is such a great unit--adding AA to a stack will improve that stack's anti-air defense, usually by quite a bit, by replacing whichever unit in the stack had the worst anti-air defense (and most good offensive units, like artillery and railroad guns, have terrible anti-air defense).

Many other units don't actually contribute anything to the overall stack except being meat shields, which is why something like upgraded infantry is usually terrible as an addition--it doesn't do anything that much better than the alternatives, or the situations in which its strengths actually come into play are very rare and not worth spending resources on.

Militia are good for defense in dangerous situations

RRG are like long range heavy artillery, very hard to beat

Very good against big stacks

Glory to the Union!
Glory to the Red Army!
Glory to the Revolution!
Marshal of the Forum High Command

Iโ€™ll concede that infantry are not well mixed with faster units, but I still think they have their uses and can be implemented successfully, as they have worked with me for almost all games Iโ€™ve ever played.


CarKing the 6th of the Abrahamic Caliphate

jubjub bird wrote:

Militia are great if you use them for the right thing, which usually isn't their damage output.

As long as we're talking about stacks greater than 10 units, what matters most in assessing whether a certain unit fits is its marginal benefit over the unit it would be replacing in damage calculations. This is why AA is such a great unit--adding AA to a stack will improve that stack's anti-air defense, usually by quite a bit, by replacing whichever unit in the stack had the worst anti-air defense (and most good offensive units, like artillery and railroad guns, have terrible anti-air defense).

Many other units don't actually contribute anything to the overall stack except being meat shields, which is why something like upgraded infantry is usually terrible as an addition--it doesn't do anything that much better than the alternatives, or the situations in which its strengths actually come into play are very rare and not worth spending resources on.

then what to use them for?

Defense if oyur line is broken

Garrisons

Glory to the Union!
Glory to the Red Army!
Glory to the Revolution!
Marshal of the Forum High Command

jubjub bird wrote:

Railroad guns and ACs would be an obvious choice, but since we're being creative, good luck attacking this stack with your medium tanks and mot inf (note that the AA have a hills bonus)

Forum attachmentForum attachment

It's trivially easy to add even more AA to this stack--they're cheap and they produce quickly. It would also be easy to add anti-unarmored damage if needed. Don't forget that unarmored usually have lower HP values, so that 85/92 damage is doing quite a bit as a percentage of your mot inf's health.

z00mz00m wrote:

Carking the 6th wrote:

Sure I have but they are weak against a stack of fully upgraded land units. They are only specialized in one task and this makes them quite weak long term.
LOL

We're playing different games.

I look for specialized units and have little time for units that do a little bit of everything. To protect a stack of RRG or regular artillery against bombers, I build AA and upgrade them to at least level 3 or 4. That's the most cost effective way to protect that particular stack against air attack. It's a slow stack, AA defense is more important than speed. To protect a stack of MT, than I might build SPAA, to better match the speed of the tanks. The idea of combining SPAA with slow moving units is laughable. It's like cramming a bunch of MI (fastest land unit in the game) into a stack of regular infantry to "balance them out". That's comically backward reasoning. MI are supposed to be out there, scouting, grabbing land, moving fast. They're not supposed to duke it out with heavy units in a front-line role. Complete waste of unit potential. Same for cramming stealth units like commandos and militia into a visible front-line stack. Why would you pay extra for an invisible unit and then make it visible?

So silly, all of you with your "perfect mix" stacks that answer questions nobody is asking.

If the enemy is coming at you with a stack of tanks, then build AT guns and tank destroyers, for crying out loud! Stop making unit cocktails like it's some sort of novelty competition!

Then this is BULLSHIT example

TheZhukov wrote:

Defense if oyur line is broken

Garrisons

So like last minute defense

Especially forest

They have buff there

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