For Comintern, spam infantry medium tanks and artillery, also produce rocket artillery as soon as possible. You will also need to make high level interceptors as other doctrines will have better planes than you.
Good early army production for each doctrine?
I’ve just started playing CoW again after taking a long break (I stopped playing after rare materials were removed) and, seeing that my old strategy doesn’t work anymore for early games, I’m needing new strategies for new games. I want details, like what to build and when to start leveling up.(This is just an example)
Starter research would help as well, I start with infantry and armored cars when I log into a game.
I also specifically want to know how to quickly start producing a bunch of armies and getting good stats like you all do, so please leave your tips and tricks in here please!
I always got annoyed when he said that, but to be honest he’s kinda right if you think about it
Have a good day!
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Good points for Comintern, except I generally find all tanks, except LTs, entirely useless. But then, I play for speed and like to avoid troop losses and thus avoid close-combat. The game is slow enough, thus speed matters, and I am an active player, pummeling tanks to heaps of smoking scrap, long before they even get close. For less active players the HP of MT and HT can be useful, especially vs lesser players.

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100% agree. Curious about artillery for pan asian. I still go rocket artillery production. Maybe to get things going early I guess but I still switch to rocket artillery rather then upgrading artillery. I guess I find I can only afford one unit from the foundry units and I choose anti air. For first couple of weeks it's 90% infantry or light armor and the medium tanks are so slow and attackable. Because I'm food heavy with infantry, commandos, air and navy and anti air and I need speed I focus on the oil + metal units of armour car and SP rocket artillery . If food is still low going with mech infantry ( oil + metal ) instead of commandos is good option ( so barracks wont be needed until a few days in )z00mz00m wrote:
Do not do this. You don't need more than 1 factory of the same type. Unless you cheat/scam/pay for resources, there's absolutely no way to keep more than 2-3 factories running at the same time until day 8 or later. Spending resources on factories means you run out sooner, ending up with fewer units. Total noob move. Don't do it.AnonymeggABC1234 wrote:
Build 3 Tank Plants and 2 Barracks at the start, then research Infantry and ACsYes to infantry research but no to barracks. Infantry are great units for the early game, especially is you upgrade them to level 3 or 4. That's usually all the infantry you need.
One tank plant to build some early AC for scouting and emergency response. Awesome unit. Build more and upgrade as the game develops and you need better stealth units detection. You don't need motorized infantry. And you don't need to build barracks.
Here's where it gets interesting. Pan Asian artillery is cheap, fast, and effective. Great unit. Other doctrines are better off with rocket artillery. It uses more metal, but less manpower, which is insane considering the unit moves faster and does 2x damage to unarmored and light armor, which is most of the units for the first week plus. You might never run into a serious heavy armor threat all game, but there will be soft units to kill all game long. I usually skip regular artillery now.
The best use of WB is to speed up rocket artillery research so you can build them as soon as they become available. In the meantime, a stack of infantry can take a city, and a combo infantry AC army clears plains, no problem. Then you get the rocket arty online and get to work.
Cruisers, especially Comintern, are great investments. They are your naval scouts and AA defense and go to shore bombardment units. They can shoot and scoot subs, which battleships cannot do, and they have built in AA. Mainstay navy unit. You just need 1 destroyer per stack for sub detection.
1 port, 1 tank plant, 1 secret factory. That's all you need until you're ready to build an air force.
When heavy armor really presents later in game is when I fast track the attack bomber research. Fast rocket artillery with SP anti air go in and strip away all the infantry or light armor anti air and then attack bombers move in for kill. Does seem with tweaks that anti air of heavy is higher now so cost to air power is higher.
Anyway for me, first is tank plant ( just one ) and build AC. I like to get a few inteptors built for upgrade later so I do the aircraft factory early as well. but level 1 is fine until 5 or 6 days in. Then again I always use premium account so a unit taking 2 or 3 times to build doesn't matter. It's how many units you can afford to build per day. Those factories are extremely expensive early and all resources need to be going to industry and maybe recruitment centers. And armies and research.
It is not about beginning but some players think armored cars are enough to Scoutender611 wrote:
100% agree. Curious about artillery for pan asian. I still go rocket artillery production. Maybe to get things going early I guess but I still switch to rocket artillery rather then upgrading artillery. I guess I find I can only afford one unit from the foundry units and I choose anti air. For first couple of weeks it's 90% infantry or light armor and the medium tanks are so slow and attackable. Because I'm food heavy with infantry, commandos, air and navy and anti air and I need speed I focus on the oil + metal units of armour car and SP rocket artillery . If food is still low going with mech infantry ( oil + metal ) instead of commandos is good option ( so barracks wont be needed until a few days in )z00mz00m wrote:
Do not do this. You don't need more than 1 factory of the same type. Unless you cheat/scam/pay for resources, there's absolutely no way to keep more than 2-3 factories running at the same time until day 8 or later. Spending resources on factories means you run out sooner, ending up with fewer units. Total noob move. Don't do it.Yes to infantry research but no to barracks. Infantry are great units for the early game, especially is you upgrade them to level 3 or 4. That's usually all the infantry you need.AnonymeggABC1234 wrote:
Build 3 Tank Plants and 2 Barracks at the start, then research Infantry and ACsOne tank plant to build some early AC for scouting and emergency response. Awesome unit. Build more and upgrade as the game develops and you need better stealth units detection. You don't need motorized infantry. And you don't need to build barracks.
Here's where it gets interesting. Pan Asian artillery is cheap, fast, and effective. Great unit. Other doctrines are better off with rocket artillery. It uses more metal, but less manpower, which is insane considering the unit moves faster and does 2x damage to unarmored and light armor, which is most of the units for the first week plus. You might never run into a serious heavy armor threat all game, but there will be soft units to kill all game long. I usually skip regular artillery now.
The best use of WB is to speed up rocket artillery research so you can build them as soon as they become available. In the meantime, a stack of infantry can take a city, and a combo infantry AC army clears plains, no problem. Then you get the rocket arty online and get to work.
Cruisers, especially Comintern, are great investments. They are your naval scouts and AA defense and go to shore bombardment units. They can shoot and scoot subs, which battleships cannot do, and they have built in AA. Mainstay navy unit. You just need 1 destroyer per stack for sub detection.
1 port, 1 tank plant, 1 secret factory. That's all you need until you're ready to build an air force.
When heavy armor really presents later in game is when I fast track the attack bomber research. Fast rocket artillery with SP anti air go in and strip away all the infantry or light armor anti air and then attack bombers move in for kill. Does seem with tweaks that anti air of heavy is higher now so cost to air power is higher.
Anyway for me, first is tank plant ( just one ) and build AC. I like to get a few inteptors built for upgrade later so I do the aircraft factory early as well. but level 1 is fine until 5 or 6 days in. Then again I always use premium account so a unit taking 2 or 3 times to build doesn't matter. It's how many units you can afford to build per day. Those factories are extremely expensive early and all resources need to be going to industry and maybe recruitment centers. And armies and research.
they are not
without max level interceptors or motorized inf you cant reveal max level commandos
I saw some comintern players going armored cars + SP anti air + SP artillery stacks
you can imagine what will happen when you attack them with commando stacks
Most games don't last that long. By the time commandos could get that high, you only have 1 or 2 serious opponents left. Spy them overnight and if you see max level commandos, then you can devise a strategy to stop them. There is no real surprise.
The early and mid game are where AC shine. This is when you have dozens of opponents all around you. AC let you quickly access a cheap, fast scout unit that has no research prerequisites. It also uses a factory you're going to need anyway, whether you go with LT, MT, or TD.
The only alternative are motorized infantry, which cost more, have more prerequisites, and need a factory you often don't want to build until later.
It's really not a difficult decision. But I'm curious to hear about specific situations where mot inf was a better choice.
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