Interesting read; but how long did all of this take? You mentioned tactical retreats when you were rushed several times, so you can't even go full RRG turtle speed... doesn't it simply take AGES to get anywhere??
Railroad guns instead of normal artillery?
I have this idea of ignoring the normal artillery branch entirely and just wait for day 4 to get railroad guns as axis....
Getting both is honestly perhaps too expensive to achieve....so only one of them would be good to have in a game round i think?
What do you think? Is this workable?
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by the way I'm wonderingK.Rokossovski wrote:
Interesting read; but how long did all of this take? You mentioned tactical retreats when you were rushed several times, so you can't even go full RRG turtle speed... doesn't it simply take AGES to get anywhere??
If you will have medium tanks what is the meaning of have railroad gun and there is no fast infantry unit here to go with med tanks , why don't you go heavy tanks ? med level 2 and heavy tank 1 at same day
What do you mean there is no fast infantry units to keep up with medium tanks? Have you ever used motorized infantry? I think they do that job well.Undaunted wrote:
by the way I'm wonderingK.Rokossovski wrote:
Interesting read; but how long did all of this take? You mentioned tactical retreats when you were rushed several times, so you can't even go full RRG turtle speed... doesn't it simply take AGES to get anywhere??If you will have medium tanks what is the meaning of have railroad gun and there is no fast infantry unit here to go with med tanks , why don't you go heavy tanks ? med level 2 and heavy tank 1 at same day
we are talking about z00mz00m's game , he had railroad gun stacks with medium tanks and armored cars without artillery or planes6thDragon wrote:
What do you mean there is no fast infantry units to keep up with medium tanks? Have you ever used motorized infantry? I think they do that job well.Undaunted wrote:
by the way I'm wonderingIf you will have medium tanks what is the meaning of have railroad gun and there is no fast infantry unit here to go with med tanks , why don't you go heavy tanks ? med level 2 and heavy tank 1 at same dayK.Rokossovski wrote:
Interesting read; but how long did all of this take? You mentioned tactical retreats when you were rushed several times, so you can't even go full RRG turtle speed... doesn't it simply take AGES to get anywhere??
so I thought heavy tanks were better choice in this scenario with railroad guns
If you have railroad gun probably you won't use speed of med tanks
whatever
people will keep to praise offensive units at here
I think he was saying he used MT earlier in Africa. With rrg any meat shield would probably work and you really shouldn't have to use them very much. The AA is the important unit. As far as tanks, ACs would be best due to speed, scouting and AA.Undaunted wrote:
so I thought heavy tanks were better choice in this scenario with railroad gunsIf you have railroad gun probably you won't use speed of med tanks
I'll admit I'm a huge fan of the SP ART and RA for the speed, but running into a big stack of enemy artillery does slow you down unless you are willing to take more losses. If I find such a stack I will gather a bunch of artillery, which takes a long time and usually also pulls units from other fronts, then send in a sacrificial stack of junk, so I can take free shots and retreat. However, I'd hate to run into a big stack of railroad guns. One nice thing about the RRG strat is that you won't have to be cursing all your other slow units all the timeK.Rokossovski wrote:
You mentioned tactical retreats when you were rushed several times, so you can't even go full RRG turtle speed... doesn't it simply take AGES to get anywhere??

Full disclosure, I've never built a single RRG, but then again, I've played as Axis twice now.
I would imagine ACs would pair well for the view range alone.
Artillery and rocket artillery is very useful in the early game because it allows you to clear inactive players with minimal casualties. By skipping that, I think you would stand to miss out during that phase of the game as RRGs aren't available until day 4 for Axis, 6 for everyone else, and take a significant amount of time to research, then build, then move to the front line.
Btw. If you are shelling a moving target with RRGs and the target goes completely out of view, but is still in attack range will the RRG still track it, will it keep firing at the last position seen, or will it stop firing?
some countries are lucky for some units and resource types6thDragon wrote:
Full disclosure, I've never built a single RRG, but then again, I've played as Axis twice now.I would imagine ACs would pair well for the view range alone.
Artillery and rocket artillery is very useful in the early game because it allows you to clear inactive players with minimal casualties. By skipping that, I think you would stand to miss out during that phase of the game as RRGs aren't available until day 4 for Axis, 6 for everyone else, and take a significant amount of time to research, then build, then move to the front line.
you can have high level secret lab before complete to research of railroad gun
its minimum production time is 7 hours
and you can build infrastructures to increase its speed , it gives %200 speed at level 3
you can create some rotates along all country
23*3 = 69 speed
and if you capture enemy province with fast cars it will eliminate %50 speed reduction at enemy province for railroad gun
Undaunted wrote:
and If you were enemy of yourself how could you win battle against you ? which units do you have you think ?basically it seems we can say a strong navy would stop youbut If you have land connection what would help
Good question.
I would use AC's to grab land with speed, and militia to grab land with stealth. Both in front, as well as to the flanks. That would remove the opponent's ability to see what's coming, and cut his movement speed in half. The opponent would have to kill those units. If he uses air power, then my superior air force would destroy his air force (which actually happened). When he is forced to use land units, then my air force can again knock those out, because there isn't enough AA on the planet to cover every unit.
With the opponent's visibility and movement compromised, I would rush stacks of militia or infantry to take RRG hits, with regular artillery behind them. At some point the opponent would have to block my foot units with his MT's, and my RRG's would kill his MT's. After that, the foot units would catch the RRG's in close combat, and my artillery would close in to finish the job. This way, I would be trading cheap, quickly produced units like infantry/militia for expensive, slow to produce, even slower to transport RRG's.
At the same time, I would invest in a navy, counter the opponent's cruiser stacks with battleships, and go on the offensive.
Not easy. Requires a lot of strategy and a lot of micro-management. But possible.
In my game, the enemy didn't find a way to "press" my RRG's and allowed me to retain visibility and movement speed.
K.Rokossovski wrote:
Interesting read; but how long did all of this take? You mentioned tactical retreats when you were rushed several times, so you can't even go full RRG turtle speed... doesn't it simply take AGES to get anywhere??
It took around 6-7 days to advance through South America. Another 3-4 days to kill his new, RRG-based army in Mexico.
Undaunted wrote:
by the way I'm wonderingIf you will have medium tanks what is the meaning of have railroad gun and there is no fast infantry unit here to go with med tanks , why don't you go heavy tanks ? med level 2 and heavy tank 1 at same day
Medium tanks are only stacked with RRG+AA stacks for convenience, during long marches, to protect the MT's from surprise air attack. The MT's split off to fight, when necessary. The mere presence of 10-20 level 3 Axis MT is often enough to stop the enemy from even trying to rush the RRG. But if the enemy is brave enough to rush my RRG with a stack of LT (for example), then I would have to engage with MT, which would put them in front of the RRG and expose them to air attack.
Undaunted wrote:
so I thought heavy tanks were better choice in this scenario with railroad gunsIf you have railroad gun probably you won't use speed of med tanks
It's still important to have reasonably mobile hunter/killer stacks. I agree that an HT screen is just as effective as an MT screen, but an MT can also catch an LT (on friendly terrain), and a stack of MT can be later used to take lightly defended land after the main enemy is defeated. Axis MT leveled up to 3+ are just awesome all-around units. And in this case, the enemy had stacks of AC's at level 4 when I landed in South America, so I knew light armor could be a real threat, if used aggressively. MT's are great at killing light armor like AC/LT.
DxC wrote:
Btw. If you are shelling a moving target with RRGs and the target goes completely out of view, but is still in attack range will the RRG still track it, will it keep firing at the last position seen, or will it stop firing?
Not sure, I always try to keep an AC close enough to see where the target is going.
6thDragon wrote:
Full disclosure, I've never built a single RRG, but then again, I've played as Axis twice now.I would imagine ACs would pair well for the view range alone.
Artillery and rocket artillery is very useful in the early game because it allows you to clear inactive players with minimal casualties. By skipping that, I think you would stand to miss out during that phase of the game as RRGs aren't available until day 4 for Axis, 6 for everyone else, and take a significant amount of time to research, then build, then move to the front line.
Agree completely, and I would not want to wait for RRG's with any other doctrine. Axis cuts the wait by 2 days, and Axis RRG's have better range. This is important in case the opponent tries to counter with RRG's of his own.
Pan Asian: regular artillery, all day long.
Comintern: regular + rocket artillery.
Allies: motorized artillery, because anything else is too slow, and mot arty is boosted.
so basically building RRGs and no artillery actually worked?z00mz00m wrote:
I've used the RRG strategy and won 100 player maps against skilled opponents. Both coalition wins as well as solo wins. It is a viable strategy, and you never have to build a single "normal" artillery unit.As always, choice of units is heavily dependent on doctrine and resources. If you start in an Axis country that's low on goods, the RRG is perfect.
Use your starting units, bolstered by extra AC and cruisers. A stack of 10 Axis infantry can take down a city easily. You don't need artillery or rocket artillery for that. Do that for a few days. Research LT because it's required for MT. Build a few if you need them, but try not to. Start building regular (not motorized) AA guns so by the time you can produce RRG's you can defend them from air attack.
Once the RRG's start rolling off the assembly line, pair them with AA, and skip-research the AA to level 3. Axis AA is a very effective unit. And that's a good thing, if you're low on goods. You're not going to research an air force or build airfields. Those are far too good intensive. You're going to win this with metal/oil/rares. RRG's punish the enemy from long range (exceeding the RRG range and damage of other doctrines!) and stacks of MT+AC clean up the wounded remains that dare to approach into close range.
SW Africa is a good country to try this with. Stacks of 10 Axis RRG + 10 leveled up Axis AA will make your enemies weep. Stacks of 10 Cruisers + 1 Destroyer will escort them to other continents, providing air cover until they land, and from then on your Axis AA will decimate enemy air forces.
Once, a player controlling North + South America tried to counter my RRG stacks with RRG's of his own. The superior range of Axis RRG (and the inferior speed of Allied units) ensured he never had a chance. His stacks of Mot Arty and Mot RRarty were easy to shoot-and-scoot as well. This was a skilled player who won N+S America on his own, with a 20:1 kill ratio. What I'm trying to say is that this strategy is not just a way to kill noobs. You can beat the best players in CoW.
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