So, about a month ago one of my coalition members introduced me to what he calls 'quick warfare'. The name gives a good description of this method - it involves overwhelming enemies with speedy conquering and effective weapons. I've tried it a few times and it's working very well for me. I thought I would share a little about it here.
Units Used:
Motorized Infantry (maxed) - used for rushing the mostly-undefended enemy territory once the initial units are defeated.
Marines (level 5 or so) - can come in handy for extra attack power, especially during a naval invasion.
Airborne (sometimes) - can be used for air assaults if necessary.
Tank Destroyers (level 3 or so) - will come in handy if the enemy is using armored units.
Towed/Mobile Arty (level 2-5) - used to shell units on the front lines, situated behind units engaging in close combat.
MRLs (maxed) - same purpose as arty, try to have these situated in stacks near major enemy stacks.
SAMs (3-max) - to provide anti-air support to your stacks.
Mobile Radar (high levels) - to detect enemy's stacks so you can bombard them with the appropriate units.
Theater Defense (any levels) - keep in your important production centers, just in case your enemy has missiles.
Attack Subs (for naval invasions only) - can bombard port cities and wipe out your enemy's navy. (BONUS: can launch missiles as well!)
ASFs (3-max) - necessary to eliminate your enemy's air force.
Strikers or SSFs (high levels) - used to attack enemy units beyond the frontlines.
Missiles - launch these on your enemy's key production cities - try to determine beforehand which cities to be nuked.
Strategy:
Setup is probably the most important part - if your units aren't in position, the attack could fail! Make sure your enemy's large stacks are covered with plenty of artillery, infantry and air support.
After you've started the invasion and made sure you are attacking the right units, fire some missiles at your enemy's key production cities (if within range ofc). If they land, great! You've just stalled some resource/unit production. If not, you know your enemy has some good AA/missile defense. Be prepared!
After your enemy's main stacks have been defeated, here comes the part that puts 'quick' in quick warfare! Use your mot. infantry (and any other kinds of infantry you are using) and rush in his territory, targeting cities, airbases, and field hospitals. IMPORTANT: use RADAR!! You never know if your enemy has a big stack left over that could pick off your infantry with ease.
Yes, some insurgents might spawn! But it is important that they be defeated before given the chance to act as a parasite on your newly conquered territory.
Last but not least, whenever you use quick warfare, know that it is highly unlikely for the plan to work 100% perfectly. There will almost always be something (an undetected stack, ICBMs, whatever) that can throw your attack off track. Don't get discouraged! Just figure out the best way to counter this obstacle, and try again!
-Tifo_14
Units Used:
Motorized Infantry (maxed) - used for rushing the mostly-undefended enemy territory once the initial units are defeated.
Marines (level 5 or so) - can come in handy for extra attack power, especially during a naval invasion.
Airborne (sometimes) - can be used for air assaults if necessary.
Tank Destroyers (level 3 or so) - will come in handy if the enemy is using armored units.
Towed/Mobile Arty (level 2-5) - used to shell units on the front lines, situated behind units engaging in close combat.
MRLs (maxed) - same purpose as arty, try to have these situated in stacks near major enemy stacks.
SAMs (3-max) - to provide anti-air support to your stacks.
Mobile Radar (high levels) - to detect enemy's stacks so you can bombard them with the appropriate units.
Theater Defense (any levels) - keep in your important production centers, just in case your enemy has missiles.
Attack Subs (for naval invasions only) - can bombard port cities and wipe out your enemy's navy. (BONUS: can launch missiles as well!)
ASFs (3-max) - necessary to eliminate your enemy's air force.
Strikers or SSFs (high levels) - used to attack enemy units beyond the frontlines.
Missiles - launch these on your enemy's key production cities - try to determine beforehand which cities to be nuked.
Strategy:
Setup is probably the most important part - if your units aren't in position, the attack could fail! Make sure your enemy's large stacks are covered with plenty of artillery, infantry and air support.
After you've started the invasion and made sure you are attacking the right units, fire some missiles at your enemy's key production cities (if within range ofc). If they land, great! You've just stalled some resource/unit production. If not, you know your enemy has some good AA/missile defense. Be prepared!
After your enemy's main stacks have been defeated, here comes the part that puts 'quick' in quick warfare! Use your mot. infantry (and any other kinds of infantry you are using) and rush in his territory, targeting cities, airbases, and field hospitals. IMPORTANT: use RADAR!! You never know if your enemy has a big stack left over that could pick off your infantry with ease.
Yes, some insurgents might spawn! But it is important that they be defeated before given the chance to act as a parasite on your newly conquered territory.
Last but not least, whenever you use quick warfare, know that it is highly unlikely for the plan to work 100% perfectly. There will almost always be something (an undetected stack, ICBMs, whatever) that can throw your attack off track. Don't get discouraged! Just figure out the best way to counter this obstacle, and try again!
-Tifo_14
"CoN is a game of 80% skill and 20% luck" - Tifo_14
"I don't get paid enough to do anything" - Germanico
Nothing stops the Tifo
"I don't get paid enough to do anything" - Germanico
Nothing stops the Tifo