Here you go the only true tier lists of units for each doctrine.
With most notable units being:
- Comintern's Self Propelled Rocket Artillery which is just the best ground artillery unit in the game. It can kite other ground unit AND unlike normal artillery it can kill all the ati air in the stack which makes it easy to clean up with attack bombers
- Panasian Battleships which are OP in a way that they can kite some subs and cruisers of other doctrines
- Axis subs that almost win against Panasian and Comintern destroyers of the same lvl and can catch up to Panasian battleships
Also dont mention that Axis whatever is better than Comintern's when it can be overstacked (artillery, strat bombers) cause it is simply not true. You can have stack of 20 arts and split them before shooting which makes Comintern mathematically better than Axis in such scenerios.
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24 Replies
7 Jun 2025, 03:07 (edited)
I noticed that you like SP Artillery so much, but I haven't used it ever. Could you please tell its advantages? I want to know details,thanks.
Sewur wrote:
Here you go the only true tier lists of units for each doctrine.
With most notable units being:
- Comintern's Self Propelled Rocket Artillery which is just the best ground artillery unit in the game. It can kite other ground unit AND unlike normal artillery it can kill all the ati air in the stack which makes it easy to clean up with attack bombers
- Panasian Battleships which are OP in a way that they can kite some subs and cruisers of other doctrines
- Axis subs that almost win against Panasian and Comintern destroyers of the same lvl and can catch up to Panasian battleships
Also dont mention that Axis whatever is better than Comintern's when it can be overstacked (artillery, strat bombers) cause it is simply not true. You can have stack of 20 arts and split them before shooting which makes Comintern mathematically better than Axis in such scenerios.
I like tank destroyers and heavy tanks instead. Tank destroyers have two times HP as SP Artillery, and they can offer massive damage. The have tanks are slower, but their HP are four times as SP Artillery.
7 Jun 2025, 21:06
Comparing the HP of ranged and close combat units makes no sense. One is supposed to take hits. The other is supposed to stay behind the front line and only take occasional damage from an air strike.
The answer is to use BOTH the tank destroyers to lock attacking armor into close combat, while shelling them to pieces from afar. That's combined arms warfare in CoW.
24 Jun 2025, 11:14
Why not use SP Arty + AC (As we are talking about SP Arty and TD I assume it's allies)? With air support they are resilient to air and can kill all melee units. Yes you can't fight Arty, RA and RRG but you have bombers for that, or you can simply run away from them. I've done that before in an HWW round (Mexico) and it worked out well. In the end (D19) I was on 2nd place and had 550+ VP. Lost to a Germany - France - USSR coalition but I can't do anything about that.
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 :)
8 Jul 2025, 17:21
Interesting thread. Off the top I don't build infantry. I've ended rounds with 60 or more aircraft and at least 40 AC.
I played one round against a very good infantry player. He was heavy Commando & Paratrooper and did really well with them. We were number one and two. We were both in full coalitions. He dropped over 20 paratroops close to me at one time, which I thought was amazing. Who has that many paratroops? It did show me what players were dealing with though. I ended up moving my AC & nuking them. It did something to his game for a day or two. He didn't withdraw his remaining troops out of the fallout zone right away.
He was the only good infantry player I have played against.