Strategy for Naval Battles and Land Invasion (by me)

The best strategy to use in Naval battles is to not have your navy too spread out. try to focus your assault. however naval bombers and air superiority through carriers is the most important feature. i attacked pearl harbour as japan once, and i lost half my navy and failed to even scratch the american navy, but just 3 naval bombers did the job for me and wiped them out.

in land battled i find that once again air is most important. to prove my point, i once conquered the whole of india(i was USSR) with just 10 land units but +50 air units. in land battles also try to get behind enemy lines and wreak havok on their mainland

No one read my thread called defense and counter attack but its really good so i copy here:

DEFENCE AND COUNTERATTACK

Imagine you are sitting right next to a country that does not have good relations with you. Militarization is sparking on the borders, and small skirmishes are being fought out. Your scout planes see a large invasion force, and you call on the war cabinet to discuss what to do. They will suggest the following:

*ATTACK FIRST- not usually a good idea. The enemy has been preparing for war, while you haven’t. plus, an attack would make you the aggressor, also the militarization may be somewhat of a misunderstanding that can be settled without war. So I would not pick this option. If you are desperate though, try to have reserve troops so that you can fall back. Also If you are an experienced player you may choose this option.

*DIPLOMACY- probably the easiest and safest way to make things right. Send in groups of ambassadors. Try to make somewhat of an alliance. Explain yourself and engage in talks. However, most of the time this doesn’t work. Still, try. (never pay the enemy for peace though, that usually CONFIRMS their invasion)

*DEFENSIVE BUILD-UP- there we go! The best choice. Now, defensive build-up isn’t just fortifications and bunkers. You also need a network of roads going from all the important production provinces to the front. Plus, try to have an uneven fortification line (uneven to your advantage). Also remember that 2 lines of level 1 forts are better than 1 line of level 3 forts, as you can fall back. Falling back is very important. Start construction of airstrips too. Remember to have anti-air in urban and front provinces since the enemy is sure to bomb them. This is very helpful; since the moment the enemy’s air force collapses you can start bombardment. Try to always spy as much as possible, you can literally cripple an entire country with just espionage (I know so because I did so against Persia as USSR, I had +3 spies in every one of his provinces. He was crippled and went inactive) defensive units are also important. Try having them on the front, and offensive units further back to launch counter attacks. Also, don’t pointlessly hold on to doomed urban provinces.

COUNTER ATTACKS- so now your armies are cheering. The enemy has been unable to get past your defensive line. Victory is at hand. Or is it? You call upon your top generals to discuss a counter attack. The following are some strategies I made up myself.

THE BULLCHARGE STRATEGY- after your enemy’s invasion force has been crippled, immediately launch an attack. With Bullcharge air is discarded and only ground should be focused upon. However, an important concept of Bullcharge is anti-air. Each stack should have one. Bullcharge’s build up itself is mainly heavy units, H tanks, Commandos and railroad guns/rockets. How Bullcharge goes is that you launch 1 rocket at every enemy front province then send in the Heavys toward urban cities. Lighter units will take the rural provinces with speed. This is a very good strategy and I have used it successfully against enemies who outnumbered me 2 to 1.

SILVER WOLF STRATEGY- I did not create this strategy by myself. It was discussed out with some of my friends. Basically the strategy uses the mixed units to its utmost advantage. You need to create a PERFECTLY balanced stack (1 heavy tank, 1 tank destroyer, 1 mechanized infant. or commando, 1 ant air, 1 anti-tank, 1 armoured car) for each front province. You advance ONE province a time with a broad front advance and smother enemy. This strategy is fairly reliable, but can be costly and slow.

BIRDS OF HELL STRATEGY- you guessed it- optimization of air forces! The strategy is fairly good. You get 1 heavy tank and one light (NOT in a stack) for every front province. Try to have more planes than your opponent has nits. LOTS. First take the skies with interceptors, then bombard land forces with A. bomber and T. bomber, then strategically bombard cities. Finally send in the heavys first then the lights.

RED STORM STRATEGY- combine reserve forces with invasion force that you have been building then combine with defensive forces then BASH the enemy. Seems a bit dumb for its name, but it is fairly simple and reliable.

Now your troops have marched into the capital of the enemy. The people are cheering and your exhausted forces are resting. Suddenly a rumble is heard. Uh-oh. Your officers start sweating as they spot hundreds of menacing tanks in the distance. Seems like you’ve worn yourself out, and the enemy is still aplenty! But how is this possible?

Well, it IS possible to wear out an invading force without taking Much casualties. It is called the MAXIMUM CASUALTY POLICY. How its done is a few different ways. The most common is to use the forces best matched against enemy troops. Other ways include wolf pack attacks, best use of defences, etc. So, if this happens what do you do? Well, me, Napoleon Bonaparte am here to answer that. You do NOT keep the land you’ve taken. Instead immediately fall back to original defence line in your provinces. The land you’ve taken is destroyed anyways. However, if some urban cities still have something like level 2 tank plant, keep weaker units there to make sure of their destruction. When you reach your original defence line, create a big force, wait, then use the maximum casualty policy and ATTACK. There is no chance your enemy still has forces left, because A. he doesn’t know you retreated, he thought you had been wiped out, so he wouldn’t keep reserves. B. he would be rebuilding his lost provinces, so his production would be paused.

Hope you enjoyed and LEARNT from that. Now here is a bonus thread:

Invasion of the United Kingdom 1.0- Guide for all who want to attack UK

*Hello reader, sorry this thread is very specific. It can be used for all maps with UK though.

First of all, decide on where to launch the invasion from. Norway, France, Germany are probably the best choices. If you are not these countries, then conquer them. Now, you have to create a spy network first. Try to have military sabotage in all major cities. This may give you info about the enemy and also destroy their production. The next step is to create an armada. In the simpler maps like road to war where Britain has no empire, all you have to do is focus on the isle.

*France invasion coast- focus on Brest, Normandy and Bordeaux. These provinces are positioned in very good places, so you may recreate your lost navy and also quickly reach the front. Airstrips on the coast also mean no carriers are needed. Best naval choices are probably lots of subs and destroyers. Cruisers can provide intel with large view though. Now, create a bombardment force. Tactical Bombers are not needed, focus on Fighters and Naval Bombers, then Strategic Bombers. SBs are fairly important as you can wipe out enemy production with them. The Invasion itself, you should send the subs first backed by destroyers, if naval supremacy is established create battleship forces and bombard british coast. Then land and WIN. If playing on a larger map, Africa should not be a problem. Vietnam, though, would be harder. Best chance is to use S.E asia terrain to your advantage.

*Norway Invasion Coast- Focus on pretty much all western provinces. Again, subs and destroyers. however, carriers may be needed as Norway coast airstrips cannot reach the British isles. Everything else is just like France. If playing on bigger maps… well try to have SOME presence near British colonies so you can quickly take them.

*German invasion- Easiest of all. Exact same as France. However, you may conquer both France and Norway playing as Germany, so yeah.

Er that is all. This is only a sub-thread so don’t be surprised about how bad it is.

“I do not love the sword for its sharpness, nor the arrow for its swiftness, nor the warrior. I love only that which they defend.”
“If you win, you need not explain!”
“What difference does it make if destruction is wrought under the name of dictators or in the name of democracy?”
War is Peace
Slavery is Freedom
Weakness is Strength

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28 Replies

Keep it clean guys, keep in mind that you do not know who is on the other side of the screen.

Could be a young person, old person, super smart person or someone that is gifted in other ways. No way to tell, only thing that is sure is that someone is passionate enough about the game to be active on the forum. That always deserves some appreciation.

Thank you Edepedable. If you two can't keep insults out of it, I'll have to intervene, and believe me, none of us want that.

I did not insult him. i just pointed out his ignorance (NOT an insult.) i am willing to apologize though. each to their own, agree to disagree :)

“I do not love the sword for its sharpness, nor the arrow for its swiftness, nor the warrior. I love only that which they defend.”
“If you win, you need not explain!”
“What difference does it make if destruction is wrought under the name of dictators or in the name of democracy?”
War is Peace
Slavery is Freedom
Weakness is Strength

Edepedable wrote:

Keep it clean guys, keep in mind that you do not know who is on the other side of the screen.

Could be a young person, old person, super smart person or someone that is gifted in other ways. No way to tell, only thing that is sure is that someone is passionate enough about the game to be active on the forum. That always deserves some appreciation.

*clap clap*
“I do not love the sword for its sharpness, nor the arrow for its swiftness, nor the warrior. I love only that which they defend.”
“If you win, you need not explain!”
“What difference does it make if destruction is wrought under the name of dictators or in the name of democracy?”
War is Peace
Slavery is Freedom
Weakness is Strength

Please be advised of Early game strategy...this is just another take on how to make a hard game...

LINK PROVIDED

Strategy: Early Game

Infantry: A wise decision, because you have them already, terrain objectives, and city control. Be careful of going too hard with infantry; I lost over 120 infantry (no coin) with a South America coalition, fighting a North USA coalition and I was in shock & oar. Last time I ever go worst with an infantry movement.

Militia are descent, especially with the %75 bonus defence on hills. Militia have been mentioned a number of times and should remain concurrent that they best accompany anti tank and anti air equipment.

Armour: Also as mid game choice, this movement best corresponds with a stronger coalition. Light Armour is tactful and may also be useful in unit stacks, rather than timely upgrades for anti tank equipment, why not just continue more light tanks, they can always branch out and decrease fog of war. A strong sized force of light tanks will be much more in its ability upon a large geographical game-plan.

Medium tanks are the way to go, taking a lot more hit points, not as slow as heavy tanks, reliable with some SP anti air. depending on game plan, medium armour can be easier to maintain with air to air cover and with militia movements so as to hold ground.

Artillery: Early game construction should include at least one infrastructure, use this immediately for an artillery unit or an armoured, depending on coalition type.

SP artillery is really really good for mid game, to mostly benefit this move start research asap, otherwise they can be quite useful on ALL COUNTRIES; ALL IN. In this event it is that collective artillery can maintain a formidable defence beneficial to small and medium nations, especially if these types are attempting to expand.

Anti air: Great movement to ensure for mid game, can save you a bucket load of oil depending on nation type, using these with coalition is strongly advised, they are good in support and are deadly in defence. SP anti air are ruthless in a mid game if you gain advantage. As end game units they are lesser in effect but are able to hold city grounds none the less.

Naval: First of all I will give a big thumbs up to submarines, these units are really good on terms of resources and can absolutely devastate an enemy incursion.

To be sure, I will maintain my favourite unit for early game developments and enjoy the destroyer movements; a) These are able to hold an anti air move (stay with upgrades ), b) They are just faster, so scout the enemy without fear of submarines, and c) Just a few of these (2-3) can hold out on a cruiser ship movement and only require a level 1 Naval base, recommended for nation states attached to landlocked countries with lesser Naval opportunity.

Battleships are always best, good with anti air capabilities, if you are planning a Naval strategy then get going with these asap because they devastate whence they are upgraded. To play out Nuclear battleships might likely be a great end gamer but these will only burden the necessary upgrades for a players strong oil economy...also that they have lesser anti air....Having put all this forward...it is that Subs and destroyers are best early gamerz, about 1 destroyer to 6 subs is best...

Air: Here is an interesting one, I have noticed quite a few ambiguities and certain changes here. So I will put this blatantly; air needs to be accounted for on any terrain type...so...there is no use telling all your buddies how to maintain a successful air control and not realise the game changes, then so does the terrain...right...and then of course there are those that tell you to place groups of 3, 5 and 7 to hover about and destroy enemy movements, yes...this can work quite well, especially with good correspondence, until there is a big stack of anti air to blow you away... So really, the best way is to be %100 for sure, and send in the hardest best strike to overwhelm an enemy movement.........right.....so then.......if an ally, or ones own units are getting artillery bombarded, then you want those SOBs wiped out asap.....do this immediately......GET SOME (military score).

Special: There is no real easy way to put this, when it comes to early game special, the universal answer will be rail gun...no matter where your nation is, this is the best option if you can get away with it. Otherwise, get with Nuclear research asap, especially if any coalition type will allow for this.

be in mind that this post is general output only and was by interest to COW players for strategy thinking, not specific conditions that are yours alone...buddy...please, there was no meaning of being correct or incorrect to this forum post

https://www.youtube.com/watch?v=ZnNvsm8Bzk8
https://www.youtube.com/watch?v=l1Qy62Mp4wk

GrandEmpire wrote:

I did not insult him. i just pointed out his ignorance (NOT an insult.) i am willing to apologize though. each to their own, agree to disagree :)
You may not think it is an insult to call someone ignorant, but it is. This isn't up for debate. You can either be polite, or I can close the thread. It's your choice.

bigboss_ironfist wrote:

Please be advised of Early game strategy...this is just another take on how to make a hard game...

LINK PROVIDED

Strategy: Early Game

Infantry: A wise decision, because you have them already, terrain objectives, and city control. Be careful of going too hard with infantry; I lost over 120 infantry (no coin) with a South America coalition, fighting a North USA coalition and I was in shock & oar. Last time I ever go worst with an infantry movement.

Militia are descent, especially with the %75 bonus defence on hills. Militia have been mentioned a number of times and should remain concurrent that they best accompany anti tank and anti air equipment.

Armour: Also as mid game choice, this movement best corresponds with a stronger coalition. Light Armour is tactful and may also be useful in unit stacks, rather than timely upgrades for anti tank equipment, why not just continue more light tanks, they can always branch out and decrease fog of war. A strong sized force of light tanks will be much more in its ability upon a large geographical game-plan.

Medium tanks are the way to go, taking a lot more hit points, not as slow as heavy tanks, reliable with some SP anti air. depending on game plan, medium armour can be easier to maintain with air to air cover and with militia movements so as to hold ground.

Artillery: Early game construction should include at least one infrastructure, use this immediately for an artillery unit or an armoured, depending on coalition type.

SP artillery is really really good for mid game, to mostly benefit this move start research asap, otherwise they can be quite useful on ALL COUNTRIES; ALL IN. In this event it is that collective artillery can maintain a formidable defence beneficial to small and medium nations, especially if these types are attempting to expand.

Anti air: Great movement to ensure for mid game, can save you a bucket load of oil depending on nation type, using these with coalition is strongly advised, they are good in support and are deadly in defence. SP anti air are ruthless in a mid game if you gain advantage. As end game units they are lesser in effect but are able to hold city grounds none the less.

Naval: First of all I will give a big thumbs up to submarines, these units are really good on terms of resources and can absolutely devastate an enemy incursion.

To be sure, I will maintain my favourite unit for early game developments and enjoy the destroyer movements; a) These are able to hold an anti air move (stay with upgrades ), b) They are just faster, so scout the enemy without fear of submarines, and c) Just a few of these (2-3) can hold out on a cruiser ship movement and only require a level 1 Naval base, recommended for nation states attached to landlocked countries with lesser Naval opportunity.

Battleships are always best, good with anti air capabilities, if you are planning a Naval strategy then get going with these asap because they devastate whence they are upgraded. To play out Nuclear battleships might likely be a great end gamer but these will only burden the necessary upgrades for a players strong oil economy...also that they have lesser anti air....Having put all this forward...it is that Subs and destroyers are best early gamerz, about 1 destroyer to 6 subs is best...

Air: Here is an interesting one, I have noticed quite a few ambiguities and certain changes here. So I will put this blatantly; air needs to be accounted for on any terrain type...so...there is no use telling all your buddies how to maintain a successful air control and not realise the game changes, then so does the terrain...right...and then of course there are those that tell you to place groups of 3, 5 and 7 to hover about and destroy enemy movements, yes...this can work quite well, especially with good correspondence, until there is a big stack of anti air to blow you away... So really, the best way is to be %100 for sure, and send in the hardest best strike to overwhelm an enemy movement.........right.....so then.......if an ally, or ones own units are getting artillery bombarded, then you want those SOBs wiped out asap.....do this immediately......GET SOME (military score).

Special: There is no real easy way to put this, when it comes to early game special, the universal answer will be rail gun...no matter where your nation is, this is the best option if you can get away with it. Otherwise, get with Nuclear research asap, especially if any coalition type will allow for this.

be in mind that this post is general output only and was by interest to COW players for strategy thinking, not specific conditions that are yours alone...buddy...please, there was no meaning of being correct or incorrect to this forum post

Infantry : Between infantry and militia, I advise to pick one (in general infantry, but may depend, in particular on how fast you move to motorized/mechanized) and to research and build this one.

This said, having level 1 infantry researched is super cheap and allows you to quickly churn HP somewhere. Militia in 1.0 is the fastest HP per hour in terms of units, so if you need to quickly reinforce a defensive stack they are useful. Not worth researching further IMO if you go for infantry

Armor : I don't always go Light tanks. If it is mostly plains or I have a lot of oil I will use them, else I ll use Armored Cars instead. Medium tanks are so much better for the price, and I prefer Armored cars (not researched much) for scouting and capturing. I usually put 1 AC in all my armored stacks for that purpose.

Artillery : Fully agree. Definitely king of the battlefield. I like to upgrade to SP Artillery as soon as possible, as it has twice the HP and its speed allows it to kite the enemy.

Anti-air : Fully agree. By mid game end game, my main stacks always have 6 to 10 anti-air (either SP or not SP)

Naval : I try to quickly churn out 1 submarine early games if I am coastal, because there is often a jester to try to pull an early landing if he does not see any ship. Once I got some 7 or 8 Finnish infantry as Northern Russia this way, basically winning the war by early day 2.

After that, just like you I tend to prefer destroyers. Cruisers vs Battleships will depend on whether the other side went for naval bombers or not, in some cases I need both.

Special : I find early RR to really cripple your development due to the huge steel price, though by mid-game or end game they are pretty nice to force the enemy to expend his air force trying to attack your (well-defended by AA) RR guns.

Not a fan of anything atomic. Missiles miss moving targets, planes are shot down on approach.

alright, i already apologized

“I do not love the sword for its sharpness, nor the arrow for its swiftness, nor the warrior. I love only that which they defend.”
“If you win, you need not explain!”
“What difference does it make if destruction is wrought under the name of dictators or in the name of democracy?”
War is Peace
Slavery is Freedom
Weakness is Strength

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