But you can make this irrelevantby upgrading your units and making a lot
Comintern = worst doct.
because your units are f***ed from the beginning
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This right here. You may be 15% weaker, but you have 15% more units. This turns out in your favor. I personally enjoy this doctrine, it receives way more hate than it should have. Just because your units are ass at the start does not mean it will remain that way if you play smart.Imperialist San arta wrote:
But you can make this irrelevantby upgrading your units and making a lot
I agree. Playing Comintern will also hurt your K/D.
yeah I agreeBaracuda12 wrote:
I agree. Playing Comintern will also hurt your K/D.
I'm just waiting for @6thDragon to shred you to bit if he sees this post
You saw that post too? A man of taste you are, I see._Pyth0n_ wrote:
I'm just waiting for @6thDragon to shred you to bit if he sees this post
Me?_Pyth0n_ wrote:
I'm just waiting for @6thDragon to shred you to bit if he sees this post
? Heβs another person on the forums.Baracuda12 wrote:
Me?_Pyth0n_ wrote:
I'm just waiting for @6thDragon to shred you to bit if he sees this post
Ah, OKCarking the 6th wrote:
? Heβs another person on the forums.Baracuda12 wrote:
Me?_Pyth0n_ wrote:
I'm just waiting for @6thDragon to shred you to bit if he sees this post
Ha, wow, I guess I have a well known reputation for liking Comintern. In fairness, Comintern has two glaring weaknesses. They are probably the worst for day one expansion as well as air superiority in just about any phase of the game._Pyth0n_ wrote:
I'm just waiting for @6thDragon to shred you to bit if he sees this post
In the hands of a skilled player, Comintern can be a powerful doctrine in the late game. With day one access to rocket artillery, you can be a powerhouse around days 3-4. Just be sure to not skimp on AA. Then in the late game, with the reduced production and upkeep costs, you can easily have the largest military if you manage your economy well and expand in a way that minimizes casualties.
The keys to victory with Comintern is:
1. Patience with early game expansion. You start weaker (with the damage reduction penalty) and it takes a few days for your reduced production costs to pay off.
2. Focus on your economy in the early game but know when to stop building it up.
3. Decide how to defend against air. There really are three choices: mass produce inferior commie interceptors, rocket fighters, or ground based AA.
4. Skip level upgrade your units to the maximum extent possible.
This will probably sound crazy, but I've got a team ready for an AvA game starting tomorrow using commie players as tankers instead of axis. Yes, axis tanks strike fear in those who face them, and 1-on-1 an axis MT will always beat a commie MT, but consider this. Commie MTs have 86% of the axis attack values, 80% of their HP, 86% of their speed, for 77% of the cost. Also, they are built in just 80% of the time. Not bad, eh?
I doubt it's hurt my KD, but I could be wrong. My current KD is 15.79. I always play with a no first use approach with gold, but often start maps with alliance mates. I just did the math, half my wins are with Comintern; this excludes unranked games and small maps.Rachellreist wrote:
yeah I agreeBaracuda12 wrote:
I agree. Playing Comintern will also hurt your K/D.
My favorite way to play Comintern is with virtually all ground and navy. However, situationally naval bombers are great for coastal defense.
Comintern's navy is best for it's simplicity, just focus on cruisers and destroyers, keep both leveled. You'll be able to outrun just about anything you can't beat and keep them leveled because there is only two units you are focusing on.
Air is where they struggle. But I'll reference my three options above and expand on them a little more. Using Interceptors is best for protecting your own bombers and scouting ahead. Comintern interceptors are the worst, but they're cheap. You can go all in on Stalin's Quantity has a quality of it's own mantra. You can go for rocket fighters, which can be valuable for air superiority, but they suffer from incredibly short range and this is a very real drawback.
Focusing on ground-based AA is a real possibility too. I've had good results by building stacks of 5 SP Arty with 5 SP Rocket Arty, include 2 TDs to protect against LT rushes, a bunch of SPAA to protect against enemy bombers (and help soak the damage from any arty duels you get into) and a bunch of AC, but not really stacked just running around scouting and grabbing undefended provinces. If the enemy brings out bombers, pull your ACs back and just focus on taking out where their air is operating from. You can shoot and scoot all day. You can even use militia for taking undefended provinces after your main army has passed or advancing into rough terrain on a difference front.
With all that said, I'm learning to appreciate Pan Asian and Allied doctrines for their air. Playing with a heavy air focus is really fun too. I'm a recent convert after some encouragement from @z00mz00m.
You didn't disappoint6thDragon wrote:
Ha, wow, I guess I have a well know reputation for liking Comintern. In fairness, Comintern has two glaring weaknesses. They are probably the worst for day one expansion as well as air superiority in just about any phase of the game._Pyth0n_ wrote:
I'm just waiting for @6thDragon to shred you to bit if he sees this postIn the hands of a skilled player, Comintern can be a powerful doctrine in the late game. With day one access to rocket artillery, you can be a powerhouse around days 3-4. Just be sure to not skimp on AA. Then in the late game, with the reduced production and upkeep costs, you can easily have the largest military if you manage your economy well and expand in a way that minimizes casualties.
The keys to victory with Comintern is:
1. Patience with early game expansion. You start weaker (with the damage reduction penalty) and it takes a few days for your reduced production costs to pay off.
2. Focus on your economy in the early game but know when to stop building it up.
3. Decide how to defend against air. There really are three choices: mass produce inferior commie interceptors, rocket fighters, or ground based AA.
4. Skip level upgrade your units to the maximum extent possible.
This will probably sound crazy, but I've got a team ready for an AvA game starting tomorrow using commie players as tankers instead of axis. Yes, axis tanks strike fear in those who face them, and 1-on-1 an axis MT will always beat a commie MT, but consider this. Commie MTs have 86% of the axis attack values, 80% of their HP, 86% of their speed, for 77% of the cost. Not bad, eh?
My current KD is 15.79. I just did the math, half my wins are with Comintern; this excludes unranked games and small maps.Rachellreist wrote:
yeah I agreeBaracuda12 wrote:
I agree. Playing Comintern will also hurt your K/D.My favorite way to play Comintern is with virtually all ground and navy. However, situationally naval bombers are great for coastal defense.
Comintern's navy is best for it's simplicity, just focus on cruisers and destroyers, keep both leveled. You'll be able to outrun just about anything you can't beat and keep them leveled because there is only two units you are focusing on.
Air is where they struggle. But I'll reference my three options above and expand on them a little more. Using Interceptors is best for protecting your own bombers and scouting ahead. Comintern interceptors are the worst, but they're cheap. You can go all in on Stalin's Quantity has a quality of it's own mantra. You can go for rocket fighters, which can be valuable for air superiority, but they suffer from incredibly short range and this is a very real drawback.
Focusing on ground-based AA is a real possibility too. I've had good results by building stacks of 5 SP Arty with 5 SP Rocket Arty, include 2 TDs to protect against LT rushes, a bunch of SPAA to protect against enemy bombers (and help soak the damage from any arty duels you get into) and a bunch of AC, but not really stacked just running around scouting and grabbing undefended provinces. If the enemy brings out bombers, pull your ACs back and just focus on taking out where their air is operating from. You can shoot and scoot all day. You can even use militia for taking undefended provinces after your main army has passed or advancing into rough terrain on a difference front.
With all that said, I'm learning to appreciate Pan Asian and Allied doctrines for their air. Playing with a heavy air focus is really fun too. I'm a recent convert after some encouragement from @z00mz00m.

Destiny arrived, Iβd sayβ¦_Pyth0n_ wrote:
You didn't disappoint6thDragon wrote:
Ha, wow, I guess I have a well know reputation for liking Comintern. In fairness, Comintern has two glaring weaknesses. They are probably the worst for day one expansion as well as air superiority in just about any phase of the game.In the hands of a skilled player, Comintern can be a powerful doctrine in the late game. With day one access to rocket artillery, you can be a powerhouse around days 3-4. Just be sure to not skimp on AA. Then in the late game, with the reduced production and upkeep costs, you can easily have the largest military if you manage your economy well and expand in a way that minimizes casualties._Pyth0n_ wrote:
I'm just waiting for @6thDragon to shred you to bit if he sees this postThe keys to victory with Comintern is:
1. Patience with early game expansion. You start weaker (with the damage reduction penalty) and it takes a few days for your reduced production costs to pay off.
2. Focus on your economy in the early game but know when to stop building it up.
3. Decide how to defend against air. There really are three choices: mass produce inferior commie interceptors, rocket fighters, or ground based AA.
4. Skip level upgrade your units to the maximum extent possible.
This will probably sound crazy, but I've got a team ready for an AvA game starting tomorrow using commie players as tankers instead of axis. Yes, axis tanks strike fear in those who face them, and 1-on-1 an axis MT will always beat a commie MT, but consider this. Commie MTs have 86% of the axis attack values, 80% of their HP, 86% of their speed, for 77% of the cost. Not bad, eh?
My current KD is 15.79. I just did the math, half my wins are with Comintern; this excludes unranked games and small maps.My favorite way to play Comintern is with virtually all ground and navy. However, situationally naval bombers are great for coastal defense.Rachellreist wrote:
yeah I agreeBaracuda12 wrote:
I agree. Playing Comintern will also hurt your K/D.Comintern's navy is best for it's simplicity, just focus on cruisers and destroyers, keep both leveled. You'll be able to outrun just about anything you can't beat and keep them leveled because there is only two units you are focusing on.
Air is where they struggle. But I'll reference my three options above and expand on them a little more. Using Interceptors is best for protecting your own bombers and scouting ahead. Comintern interceptors are the worst, but they're cheap. You can go all in on Stalin's Quantity has a quality of it's own mantra. You can go for rocket fighters, which can be valuable for air superiority, but they suffer from incredibly short range and this is a very real drawback.
Focusing on ground-based AA is a real possibility too. I've had good results by building stacks of 5 SP Arty with 5 SP Rocket Arty, include 2 TDs to protect against LT rushes, a bunch of SPAA to protect against enemy bombers (and help soak the damage from any arty duels you get into) and a bunch of AC, but not really stacked just running around scouting and grabbing undefended provinces. If the enemy brings out bombers, pull your ACs back and just focus on taking out where their air is operating from. You can shoot and scoot all day. You can even use militia for taking undefended provinces after your main army has passed or advancing into rough terrain on a difference front.
With all that said, I'm learning to appreciate Pan Asian and Allied doctrines for their air. Playing with a heavy air focus is really fun too. I'm a recent convert after some encouragement from @z00mz00m.
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