King Draza Mihajlovic wrote:
K.Rokossovski wrote:
Units I still don't use after the rebalancing:- Militia (personal anti-pref I think, I just don't like units that are SO completely immobile)
- Tank destroyer (really, please, needs a serious speed buff to become useful! Such a high-potential unit blown into oblivion by this ONE flaw!)
- Heavy tanks, too high price in both res and speed for only the extra HP (cause combat stats are only slightly better than MT)
- All that advanced special stuff: nukes, nuclear ships. Too late for the length of game I usually play.
- Railroad guns, too slow and too vulnerable to air, then L3 infra requirement gives it the final blow
- Cruisers, not enough tech dev slots available for a marginally useful unit (incentive for naval warfare _at all_ needs a buff somehow!)
- Naval bomber, too expensive (oil!), too little range to use existing airbase network for tacs/ints, and in the end, not good enough at its job (killing ships)
I also hardly ever build new infantry after the starting set (except sometimes when iron is REALLY tight), which is a shame, cause it should be the key cheap unit in the game! But for that, the food req is too high and the build time is too long. It might help if the IC requirement for it was dropped.
militia is used defensively and offensively (during IRL WW2 at least), but in COW, they are primarily used defensively, and should stay that way, kinda a desperate way of getting some defense thoughtank destroyer...hmm, you do realize that they serve a defensive purpose as well? hell, most of the TD's should be slow, but then again, COW doesn't follow any sort of Realism at all. (the SP artillery in the USSR tech tree IS THE SAME as the tank destroyers, but is magically faster and weaker)
Heavy tanks are ALSO A DAMN DEFENSIVE UNIT, their defensive firepower is great to defend against both infantry and tanks, if you want offense, make medium tanks, if you want defense, make heavy ones, simple as that
Nuclear bombs are effective to take out capitals, unit stacks and to just kill resource provinces, dont complain about price, because you sure as hell have more than a million rare metal by the time you reach that late
-railroad guns are AMAZING weapons, their range makes them awesome, and do a great job as a naval gun. yes, they may be slow, but you get a much better artillery gun. for the air argument, every unit is vulnerable to air, but railroads sure are hell aren't the most vulnerable. that's why you make interceptors and SP AA, to defend your damn artillery
-cruisers are kinda underpowered, since a level 1 battleship can still take out a level 7 cruiser
-naval bombers are submarine killers, not battleship/cruiser killers, they also detect submarines, which is nice, i do agree that they're weak though
Well I was commenting on the units I never use myself, it absolutely has to do with play style, surely!
Militia: as I said, this is mainly personal. Yeah it is a decent unit when used correctly. What I often notice though, is less experienced enemies moving around with big stacks (say 20 units) including one or two militia. They don't seem to realize how much this brings their speed down.
You're recommending TD's for defense... but they are only useful for STATIC defense (defending a province you already KNOW will be attacked), because of their speed. In my experience, with many empty provinces and a long front, what you often need is a MOBILE defense. You don't exactly know where your opponent is going, but when you find out, you need to send troops to the threatened province on the double. There's no specialized unit for this right now (tanks and SP arty serve this purpose, but they're not specifically tailored for defense). TD could serve this purpose, but it's too slow with current stats. As I said, potentially a great unit, made into an expensive luxury AT-gun by their lack of speed.
Sure, nukes are nice, never said they weren't. Just like nuclear fleet units I guess. They just come too late into the game for me. And I'm glad about that, because the few times I seen them used, they completely alter the game, unit shortages become rampant in a day to even take empty land (who has a similar problem), the map becomes a waisteland without troops or production sites... very good realism, not a nice game to play, imho.
You're probably right about railroad guns, but again, they're about static defense, and that's just not my play style, even defending a coast. They have caused me a headache when an enemy was using them once (combining them with damage-takers like infantry and plenty AA in high level forts), but hey, that was just once, otherwise they were scrap metal quickly on a mobile battlefield.
Cruisers: actually I think there are just too many naval units, while naval war in general isn't very important (Hey, don't shoot me! I didn't say it was UNimportant!). I think it would be best to merge this unit with the battleship somehow.
Naval bombers: yeah, you are right, anti-sub thing. Still they are too expensive and their range is too short (which is weird, cause WW2 anti-sub planes would have HUGE range!). But when you have the option to build destroyers, they're just SO much better for anti-sub warfare.