Using RRG as damage soakers is just a bad idea to begin with, every heavy is essentially one less railgun. Sure it solves the rushing problem, but also results in you losing the RRG duel as you now have less railguns to challenge your enemies with. Even then, TDs/ATs + ACs/Inf/Milita do the exact same thing but are either cheaper, or use resources that aren't demanded by rails. Not even to mention how the math doesn't really support Heavy Tanks in railroad gun armies at all. Adding a heavy will redirect damage just as well as a Militia unit until the militia dies.
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)
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.
Post a Reply
Please log in to post a reply.
116 Replies
Good job. What is a great idea is making aa and lt together.
I think the logic used by those people is that since HT has much greater amounts of HP, they will be able to survive longer and they will absorb more damage which will result in your RRGs keeping more of their HP.Meowy Mittens wrote:
Not even to mention how the math doesn't really support Heavy Tanks in railroad gun armies at all. Adding a heavy will redirect damage just as well as a Militia unit until the militia dies.
Ehhh, I mean sure. But heavies will be at around 50-20% (based on level) when the RRG dies, aka does you no real good. Maxed militia have around the same HP as Railguns, therefore will die at around the same time assuming the armor class damage is relatively the same. Heavies should have approximately 4-5x the HP, but also have the same increase in cost. You should be able to afford 4-5x the militia, so the overall HP increase around the same, but also has a far more drastic effect on railgun damage reduction.
They will, just not enough to warrant them in the face of milita. Just spam hordes. The bigger unit count is sexier anyway, and you come out with more health for SIGNIFICANTLY less cost.
CarKing the 6th of the Abrahamic Caliphate
RIP manpower though
Manpower is an issue. This is another reason militia are better. They can do other things, like spread out to take land. They can also shoot down planes. Blueprint militia have very respectable AA values.
7.5 air defense base value. Plus terrain bonuses in mountains, hills, woods.P lus doctrine bonuses for Commie and Pan Asian. Even without bonuses, 10 militia give you 75 air defense. You don't need AA guns. Chew on that for a second.
Yes, same thing with infantry and AC. Versatility and cost are these units greatest advantages.z00mz00m wrote:
Manpower is an issue. This is another reason militia are better. They can do other things, like spread out to take land. They can also shoot down planes. Blueprint militia have very respectable AA values.7.5 air defense base value. Plus terrain bonuses in mountains, hills, woods.[size=12]P lus doctrine bonuses for Commie and Pan Asian. Even without bonuses, 10 militia give you 75 air defense. You don't need AA guns. Chew on that for a second.[/size]
CarKing the 6th of the Abrahamic Caliphate
Most unarmored units have surprisingly high Air damage ngl, It is really just tanks and things with wheels that are vulnerable.
the most importance is to build Lv3 recruit station in all cities
it is the root of your military basics
Meowy Mittens wrote:
Most unarmored units have surprisingly high Air damage ngl, It is really just tanks and things with wheels that are vulnerable.
Klusey wrote:
I did not think ALL heavy tanks users are imbeciles, but I definitely think you are after what you just said here lolFox-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
z00mz00m wrote:
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.Klusey wrote:
I did not think ALL heavy tanks users are imbeciles, but I definitely think you are after what you just said here lolI'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.
*Yawn* pretty much.
Also i have only lost a single HT in the 29 days of this game. and HT's were the best thing to build since i always have 13k Iron extra and 64k Oil, i have 1.4k food production but im using that all for high level Mech and my goods for high level Arty, then the RRG's i produce.
10 maxed tacs deal more that 2x that much. So you do kinda need AAz00mz00m wrote:
Manpower is an issue. This is another reason militia are better. They can do other things, like spread out to take land. They can also shoot down planes. Blueprint militia have very respectable AA values.7.5 air defense base value. Plus terrain bonuses in mountains, hills, woods.[size=12]P lus doctrine bonuses for Commie and Pan Asian. Even without bonuses, 10 militia give you 75 air defense. You don't need AA guns. Chew on that for a second.[/size]
And they cost how much more...? Militia have a good damage per resource ratio. Tacticals? Not really at all.
Yes, youโll have more health and units. You can spam multiple stacks and doom the enemy.
CarKing the 6th of the Abrahamic Caliphate
I agree wholeheartedlyMeowy Mittens wrote:
Ehhh, I mean sure. But heavies will be at around 50-20% (based on level) when the RRG dies, aka does you no real good. Maxed militia have around the same HP as Railguns, therefore will die at around the same time assuming the armor class damage is relatively the same. Heavies should have approximately 4-5x the HP, but also have the same increase in cost. You should be able to afford 4-5x the militia, so the overall HP increase around the same, but also has a far more drastic effect on railgun damage reduction.
Post a Reply
Please log in to post a reply.