Tips for Beginners

I've been playing CoW for a while now, however, I have some questions as to how other (better) players produce units, manage their economy and engage in combat.

Apologies in advance if this is really long-winded

1. Unit Production

I've figured out that when I play lvl 100+ players, they are able to have stacks of every unit (artillery, fighters, tactical + strat bombers, tanks, infantry, subs etc.). How do you manage unit production on day 1 (what buildings to build and research)?

Do you do one of a kind or build more based on the type of country (i.e. more naval bases in countries like Japan)

How do you produce troops later on (I know branches vary by doctrine)?

How do you make huge stacks when production of high-level units takes AAAAGES?

2. Economy

I've tried starting games (WaW 4x) by producing artillery, but I immediately run out of goods and manpower early on. I've also tried making fighters and bombers early on, but I run out of RM super quickly. How do I build industry in the most effective way so that I don't run out of resources (i.e. when I build industry early on I have no oil/RM left for unit production)

:wallbash

3. Combat

How do you group troops in stacks that can protect against all branches? I've seen high-level ACs rush towards me and I have struggled countering it. How do you tailor production to weaknesses of enemy troops? How do you take advantage of terrain bonuses (especially in Pan-Asian)?

Thank you for your time.

CHHHHHAAAARRGGGEEE!

Post a Reply

Please log in to post a reply.

116 Replies

Fox-Company wrote:

You guys must think all Heavy Tank users are imbecils, i stack mine with high level Artillery and SPAA, along with a good airforce, after that theyre insanely OP
You’ll have have enough AA to counter planes, especially considering how all those costs overlap and that SP AA is less cost efficient than the normal stuff. Not only could I outflank you and just conquer your whole country behind your back, but that land force could literally just be killed by overwhelming planes.

CarKing the 6th of the Abrahamic Caliphate

CommanderRhino wrote:

I've been playing CoW for a while now, however, I have some questions as to how other (better) players produce units, manage their economy and engage in combat.

Apologies in advance if this is really long-winded

1. Unit Production

I've figured out that when I play lvl 100+ players, they are able to have stacks of every unit (artillery, fighters, tactical + strat bombers, tanks, infantry, subs etc.). How do you manage unit production on day 1 (what buildings to build and research)?

Do you do one of a kind or build more based on the type of country (i.e. more naval bases in countries like Japan)

How do you produce troops later on (I know branches vary by doctrine)?

How do you make huge stacks when production of high-level units takes AAAAGES?

2. Economy

I've tried starting games (WaW 4x) by producing artillery, but I immediately run out of goods and manpower early on. I've also tried making fighters and bombers early on, but I run out of RM super quickly. How do I build industry in the most effective way so that I don't run out of resources (i.e. when I build industry early on I have no oil/RM left for unit production)

:wallbash

3. Combat

How do you group troops in stacks that can protect against all branches? I've seen high-level ACs rush towards me and I have struggled countering it. How do you tailor production to weaknesses of enemy troops? How do you take advantage of terrain bonuses (especially in Pan-Asian)?

Thank you for your time.

In a word....GOLD. Those that can afford it buy what they want early.

I feel like most of this is a result of a successful early game. War economy is one hell of a source of resources.

Nce work!

Carking the 6th wrote:

Fox-Company wrote:

You guys must think all Heavy Tank users are imbecils, i stack mine with high level Artillery and SPAA, along with a good airforce, after that theyre insanely OP
You’ll have have enough AA to counter planes, especially considering how all those costs overlap and that SP AA is less cost efficient than the normal stuff. Not only could I outflank you and just conquer your whole country behind your back, but that land force could literally just be killed by overwhelming planes.
You guys only think in theory, "Yea, i'd just run past em" Name a scenario in which you ca run past 100+ condensed troops in a small landmass with RRG Stacks and a good Airforce, essentially what my Spain looks like in my HWW as Romania

Me as the US with 200+ condensed troops. This is a very specific scenario and you’d be heavily your produced by a competent American. Heavy tanks are ass, you need to know this.


CarKing the 6th of the Abrahamic Caliphate

Forum attachment


CarKing the 6th of the Abrahamic Caliphate

Carking the 6th wrote:

Me as the US with 200+ condensed troops. This is a very specific scenario and you’d be heavily your produced by a competent American. Heavy tanks are ass, you need to know this.
I dont think you understand the situation, if you're wasting 200 troops on a small landmass youve thrown the war, if my Navy is superior to yours i can simply stop you from landing entirely, you think in the superior mindset "I will always have more" "Mine are always better" "I am always right" You should instead be thinking "What if he has more" "What if his are better" and "What if this isn't the best idea" thats where 99% of players drop off, now i know you and you are a good player but tbh you hold a superior mindset. Plus 200 troops could be 200 Militia, and i have 100+ lvl 3 Mech Inf with RRG support.

Carking the 6th wrote:

Forum attachment
Yes they are

Fox-Company wrote:

Carking the 6th wrote:

Me as the US with 200+ condensed troops. This is a very specific scenario and you’d be heavily your produced by a competent American. Heavy tanks are ass, you need to know this.
I dont think you understand the situation, if you're wasting 200 troops on a small landmass youve thrown the war, if my Navy is superior to yours i can simply stop you from landing entirely, you think in the superior mindset "I will always have more" "Mine are always better" "I am always right" You should instead be thinking "What if he has more" "What if his are better" and "What if this isn't the best idea" thats where 99% of players drop off, now i know you and you are a good player but tbh you hold a superior mindset. Plus 200 troops could be 200 Militia, and i have 100+ lvl 3 Mech Inf with RRG support.
Point was that this is the US against Romania. And half decent US player really should have a significant advantage over a Romanian player by now. The only reason you are winning is because you a far better and more active player. Considering the US starts with better Navy and Air Force tech, little should stop them from outclassing you, destroying you at sea and making a landing, then storming with an endless horde of troops. Unfortunately for them, their player sucks, you don’t. If the roles were switched, then I’m sure you be invading Europe by now.

Fox-Company wrote:

Carking the 6th wrote:

Forum attachment
Yes they are
*punches you again*

CarKing the 6th of the Abrahamic Caliphate

Jokes on you, they were active every day i'm just better, and their Stats arent half bad

By better i mean LTS has turned into HLTS Heavy & Light Tank Spam

The fact they haven’t won yet tells me that they are not good as you think. You realize how much of an advantage the US has over Romania? Not to mention the 15 AI you have to fight and the HEAVY TANKS you are using. This guy is more incompetent than Russian at chess.


CarKing the 6th of the Abrahamic Caliphate

Fox-Company wrote:

By better i mean LTS has turned into HLTS Heavy & Light Tank Spam
ISTG you’re gonna somehow tack on flying bombs and strategic bombers to that

CarKing the 6th of the Abrahamic Caliphate

Carking the 6th wrote:

Fox-Company wrote:

By better i mean LTS has turned into HLTS Heavy & Light Tank Spam
ISTG you’re gonna somehow tack on flying bombs and strategic bombers to that
How'd you know-

I would argue the #1 issue with heavies is WHY ARE THEY SO EXCESSIVELY EXPENSIVE! They are like battleships, one hell of an investment for a unit with a ton of weaknesses, now you have to invest EVEN MORE into units just to cover their weaknesses, like SPAA or stealth reveal. This doesn't even allow them to feasibly fight units like TDs or AT, let alone trade positively into, and even Attack Bombers can trade upwards into that. This ends up being so excessively expensive that you can only field a few of these armies, you can pretty much expect your enemy to have a hell of a lot more units now that you invested into a slow tanky statstick doomstack that can only be used against afk armies, or chasing people into the end of time. Not even to mention the critical issue being ranged units, artillery and railguns generally are units that will be reached if you charge at them for long enough, but for heavies? They are so slow that artillery and RRGs can probably kite them infinitely, especially using defender speed bonuses. I've seen people argue to use them as defenders of ranged unit armies, this isn't necessarily a bad idea, but that also translates to less railguns, ultimately causing you to lose the RRG war.

Meowy Mittens wrote:

I would argue the #1 issue with heavies is WHY ARE THEY SO EXCESSIVELY EXPENSIVE! They are like battleships, one hell of an investment for a unit with a ton of weaknesses, now you have to invest EVEN MORE into units just to cover their weaknesses, like SPAA or stealth reveal. This doesn't even allow them to feasibly fight units like TDs or AT, let alone trade positively into, and even Attack Bombers can trade upwards into that. This ends up being so excessively expensive that you can only field a few of these armies, you can pretty much expect your enemy to have a hell of a lot more units now that you invested into a slow tanky statstick doomstack that can only be used against afk armies, or chasing people into the end of time. Not even to mention the critical issue being ranged units, artillery and railguns generally are units that will be reached if you charge at them for long enough, but for heavies? They are so slow that artillery and RRGs can probably kite them infinitely, especially using defender speed bonuses. I've seen people argue to use them as defenders of ranged unit armies, this isn't necessarily a bad idea, but that also translates to less railguns, ultimately causing you to lose the RRG war.
Sounds all wonderful, if you never sleep and your captiol is really far away.
Hier kΓΆnnt Ihr ein Support-Ticket erstellen.

Fox-Company wrote:

You guys must think all Heavy Tank users are imbecils, i stack mine with high level Artillery and SPAA, along with a good airforce, after that theyre insanely OP
I did not think ALL heavy tanks users are imbeciles, but I definitely think you are after what you just said here lol

How did this thread become a breeding ground for all sorts of CoW discussions

CHHHHHAAAARRGGGEEE!

Klusey wrote:

I did not think ALL heavy tanks users are imbeciles, but I definitely think you are after what you just said here lol

The main exception to this rule is when a competent player is doing a challenge that forces them to build heavy tanks. It's still a bad strategy, but it's not a bad player, per se.

I've seen HT used as damage soakers on an arty or RRG stack. They are good at that, because they have a lot of HP. Still not the best idea. There are other ways to get HP into your stack for a lot less. Upgraded militia come to mind. Other tough, upgraded units could be mechanized infantry, regular infantry. Those do better in RRG battles because RRG do more damage to heavy armor, making blueprint militia a very effective, cheap soaker. And you can scatter them if needed to play a special forces role. HT can't do much of their own. They are basically large, slow, expensive targets.

Post a Reply

Please log in to post a reply.

Back to Questions and Answers
Quick Launch