Kanaris wrote:
No such thing as a useless unit just unimaginative commanders. If you dont like militia dont use it, but not by any means does it make it useless.
Pretty much at the beginning of the thread Kanaris said it all. Really.
But I can't resist to add some examples and reasons for militia not being useless.
Though I would never dare to give 'Pro-tips', I do often hand out tips to 'adopted' newbies in a game. These are mere 'amateur-tips' (but then: amateur means lover of ... in this case: of the game). Nevertheless, those who have battled with or against me, probably know I am not entirely stupid, so, just loving the game sometimes beats being a Pro, it seems. That said:
I do sometimes employ militia for simple reasons:
- fast produced
- no steel or oil requirements,
- cheap in production and maintenance (and cheaper now with the new requirements).
These characteristics can be very important at times and in more than 1 game, militia saved the day for me.
Example:
1. Blocking/alerting:
Set militia on 'border guard duty' of a border you do not trust entirely, but where you are also not going to be very active. Do this within range of artillery groups w/ AA (another 2 cheap units, requiring no oil and little steel).
When this border now is attacked, the militia need to be killed to pass, thus waking up your arty-teams, who start shelling the incoming enemy. Militia thus came in handy as an expendable unit, slowing enemy attack (binding troops/fire power and disabling at least 1 attack group for 1hr from doing damage) and alerting the arty-groups to fire (which otherwise won't just start firing bc an enemy enters your province).
If this buys me a little time - while the arty-groups do some considerable damage to the invaders - the militia was more than worth the limited resources spend.
2. Thwarting surprise attacks on vital IC's or even my Capital by i.e. speeding enemy LTs or ACs:
These attacks still need many hours, in which I often was able to complete 1 or more militia in or around the vital city. With 1 salvo per hour and 15 HP to spend, the militia again buys me time to strike back with air force or whatever is available and thwart the surprise attack.
Of course, these situations do not occur every game, but they do occur. And there are many more examples to think of. Even in regular use in defensive positions.
Example:
AA has 10 HP, Arty has 5 HP and AT has 10 HP. All pretty low HP...
Adding militia adds heaps of cheap HP, taking the heat of the AA/Arty/AT, making these other units much more effective.
No matter how great the air fleet or wonderful the tanks of the enemy are, a number of these ultra cheap and fast built infantry-class defense groups, will form a formidable bump, taking hours to wipe out, while my other forces return to the hot spot and end the enemy's aspirations.
Heck, I doubt I need to bring more back than the air force. Multiple militia groups with the right number of AA and AT, will shred any tank and air attack to pieces. No hills needed (but preferred).
Concerning research levels, well, everybody has research gaps, especially just before day 16 and day 32. These leave plenty of time to do an extra level on your militia.
So, when in need of:
- cheap & fast produced HP to slow down enemies;
- cheap early-warning units on the border;
- cheap HP to add to defensive groups with AA and AT,
militia is an option.
All in all, I do not like militia much, but I consider them far from useless. It is not an all-round unit, but then, no unit except maybe infantry, is. But I do not like infantry either (takes too long to produce, eats too much, costs too much manpower, also in upkeep).
In short, there are multiple settings in which militia are far from useless, albeit mostly on the defensive side of the game. But, heck, that is what they are intended for after all.
And ... players still boasting tacs and tanks as the ultra-weapon are so 2018
))
Btw, my forum name is also my in-game name...