darksoul111 wrote:
Just my 2 cents here as @MontanaBB has already made good points.- Always remember state based damage efficiency. Always.
- AAA with tanks is great, but slows them down. Use self propelled AAA instead.
- Mix fighters with bombers is great, but only for attacking, which itself is not the best thing to do. Rather, patrol with the two stacks separate.
5 fighters covering 5 bombers which are all patrolling is better than attacking the units. Also, don't forget every 14 minutes to slightly change the fighter's positions, so that it never actually attempts to attack ground targets. This way, you will 1) deal damage to ennemy ground troops with your bombers with more efficiency without taking in damage because of your fighters.
Another advantage is that the bombers will possibly act as baits. So while your bombers are possibly being attacked, your fighters will deal damage to the incoming attacking planes without taking any damage back. Then send your surviving bombers to attack the refuelling fighters and destroy them. Pretty efficient.
- Stacks of 5/7 tanks are not bad. But that denies them some of their advantages. What's the point of sending 5 tanks in one province when you can send your 5 tanks in 5 different provinces? Clearly light tanks are not ready to face air or anti tanks attacks, so why bother stack them when your losses will be enormous? Send them absolutely everywhere in different stacks. Sure, some will die, but then again so will your stack of 5.
- Artillery is really great. Don't be scared to stack 9 of them if you have a big battle at range. (By big battle I mean 20 units on each side fighting for a city, which they will take a long time to win, therefore giving your artillery a long time to bombard.) Never forget regular AAA with artillery btw.
@Water_Is_Wet
TANKS: Core provinces are more important than non-core province. I will let your 5 single tanks roam all over non-core provinces. Scouting the enemy is key. You need to know what you are going to fighting at least initially. If you send single tanks, you might get lucky. For inlustration, say you send out 6 single tanks. Three of the tanks get bogged down in fights with stacks of 2 or more tanks.
If it is a non-core province and players starting with about equal resources, the person can often kill the single tank without taking any losses. So the defender could win tank battles, tanks 3-0; 2-1,1-1. If the defender has surviving tanks and can safety withdraw to a high morale area and rest them, then the single tank attacks could be taking significant tank losses. Over time, the person fielding larger tank stacks will gain an ever larger tank advantage if other things start out equal. Each player able to field same number and type of units per day.
If single tank attacker persists in attacking with one tank attacks and loses 1 more tank per day than the defender, than that is a gain of 10 tanks for defender. Much defends on how many tanks each player starts with and how many tanks each side can produce per day. (NOTES: You also need air cover if your opponent has started producing air units.)
If single tanks are taking non-core provinces,
For example, with players of about same skill level and equal everything at start:
Attacker and defender each start with 10 tanks of same type and levels.
Each can produce 2 tanks per day.
Single tank attacker loses 2 tanks per day. Defender loses 1 tank per day. (Actual ratios between two players could vary a lot). (Actual net losses per day could vary too)
After 10 days of attacks, single tank attacker has 10 tanks. Defender has 10 tanks + 5 from production that weren't destroyed. Defender now already has 15 tanks to 10 tanks.
After 20 days of attack, defender could have 20 tanks to 10 tanks. How many have decent morale/hit points at any given time can vary a lot and is a key factor. As defender's number of tanks fit for combat increases so does the defenders prospects. Again this is to develop TANK theory. In an actual game, players usually don't have equal amounts of everything at start of combat.
NOTES: Defender will have some number of tanks resting (healing morale/hit points). Hopefully in a safe area.
If attacker doesn't rest his tanks, attacker could also be at a hit point disadvantage. That would give lower efficiency.
SINGLE TANK ATTACKS; They can work well if the opponent doesn't have tanks researched yet, if the defender has fewer tanks or defender doesn't have enough tanks in the area being attacked. Single tank attacks can reduce morale of defending cities.
A key tactical piece is to find out what the defender has in the defending stack/area as quickly as possible. if this can be determined, it can be a huge advantage. You can have multipe attacking armies which can support each other.
In the long run, tactics that give you a higher kill ratio in a one-on-one with a human, can guide your tactics.
EXCEPTIONS: If tanks are attacking infantry positions, single tanks could cause a lot of damage to enemy (troops and/or buildings and morale. if your tank levels are higher than your opponents, you also have a better chance of losing few tanks and having a high kill ratio.
RESEARCH; Research is key. Light tanks must be researched as high as you can and have a high priority. Medium and heavy tanks.
ECONOMY: You need a strong economy to do reasearch, do upgrades and support your troops.
TANKS: In genera, it is better to have a higher tank kill ratio than your opponent. The player that fields stacks that get a higher kill ratio gains a tactical advantage if tanks are being produced about equally. That is the reason it is important to understand the effectiveness of mixed stacks against same unit type stacks. That goes for other types of units as well.