Strategy to win most of the games?

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    • Strategy to win most of the games?

      So I’ve been thinking about a strategy that would help me win most of the games I play in, and still be able to counter mediocre players that make MBTs and Mech Inf to accompany them walking to my borders by day 8.
      I’m more focused on getting my infrantry for first few days when playing larger nations before getting SD and TDs /AFVs . I also do get ASFs to help accompany my SF for the first few days. I’m not sure whether I should switch to using NGs instead due to the fact I usually build Inf officer which is really good defender and attacker. This strategy usually leaves me not getting navy until probably day 10 or so, whcih is a problem I admit considering how many people would rather get navy than any armoured like TD or AFV, bur since I do be more aggressive on day 2 I do need them to some what help with my advancements against AI nations. ( yay or nay?) Afterwards I focus on getting AM INF and as I said I had researched TD, in later game I’ll be getting those TDS to air assault with those AMs afterwards. Day 13-15 I’ll get Sams , day 6-8 I get MAA and then day 25-38 I’ll get some TDS depending on the game.
      What do you guys think about this tatic?
      Thanks for answering
    • First, I build an army base in all cities, develop infantry and then produce an infantry in every city. I buy up rare materials for development. I then develop light armor, and then missiles. By making bombers, I can have light infantry that is supported by missiles. I can take many a city this way. If I am an island nation, I build a navy quickly, and guard my ports. I then use naval artillery to bombard enemy units to dust to make taking a port city a walk-in. As an island nation, I skip the bombers and make cruisers for missiles.
    • Dogbreath077 wrote:

      First, I build an army base in all cities, develop infantry and then produce an infantry in every city. I buy up rare materials for development. I then develop light armor, and then missiles. By making bombers, I can have light infantry that is supported by missiles. I can take many a city this way. If I am an island nation, I build a navy quickly, and guard my ports. I then use naval artillery to bombard enemy units to dust to make taking a port city a walk-in. As an island nation, I skip the bombers and make cruisers for missiles.



      And all the while your ground units and bombers are gonna get shredded by ASF and SF users…?
      Building army bases in all cities is quite a waste of fuel and resources —in my opinion.
    • I focus on what I call "developing narrow" - I don't even bother with armour. I keep my infantry up to date, and get AS fighters and start cranking them out right away. Also I usually shoot to get an infantry officer early, he removes the entrenchment advantage defenders have. AS fighters usually work as air defense as well.

      For ships, I go straight to frigates - corvettes are pretty worthless. Plus usually components are cheaper to come by early in the game than supplies. save supplies for research.

      Continually keep building your industry. As the game goes on and you have more resources you can expand. Usually my priorirites are infantry + AS ---> infantry officer--> strike fighters ---> frigates. Once I have a solid base of those I move towards developing cruisers and anti air
      When the going gets weird, the weird go pro - Hunter S Thompson
    • Its neat when you can just quote yourself to give an Answer; really should do that more often

      Teburu wrote:

      To be honest I have like 2-3 different things that I might do early on that I somewhat switch between but in the end it is largely the same build.

      • Motorized Infantry
        Rarely, if ever, do I research motorized Infantry early on. And I have the tendency to forget about doing them so I stand there at day 20 confused that I only have about 20 starting Infantry, also part of the reason why I built National Guard for Infantry; they're pretty spammable so if I realize that I need more Inf that's easily and far faster solved then with any other.

      • Combat Recon Vehicle
        Usually, the thing I built instead of Infantry; starting Inf is IMO enough to conquer reliably in the early stages of a game and CRV just brings so much more fighting power than Inf while still being able to be produced with Army Base Level 1 and no Arms Industry.
      • (Naval-) Air Superiority Fighter
        Must have, pretty much the first thing that comes out of my Capitals Airport and they can deal pretty good with other countries starting units early on. I get about 10 and after that, I'm starting towards their naval version for the dmg mitigation that mixed stacks provide and then mix them 3 ASF/2NSF and end up with 4 ASF stacks. Much like Radar a unit that's almost mandatory simply because they're stupidly versatile.
      • Ground Radar
        Having Radar is essential to my paranoia; can't conquer stuff if I don't know where the enemies units are. I almost never do UAV simply because they have the critical disadvantage of being a) slow b) pretty obvious c) thus easily killed and d) pretty small range in which they discover units. Radar with its huge radius is pretty much godsend, and if I'm being honest then I don't really care that much about stack composition; especially if you can easily deduce what bigger stacks might consist of.
      • Towed Artillery
        Recently rediscovered my love for just how easily they're spammed and even while they're the worst arty in terms of range or dmg they still work more than well enough early on; even better is that they have the ability to airlift on Level 1 (and later on airassault). In general they're killing enemy units until I decide to switch to MRLs.
      • MRLs
        Arty goes brrt. Especially against bigger stacks pretty useful because they don't receive any damage in return when even Strikefighters or Helis struggle against 10stacks later on the game (all that AA dmg adds up pretty quickly)
      • Elite AIP Submarine
        Because frankly I don't like doing navy, so I just decide to make everyone who does regret their choices. They pretty much subvert the "normal" mechanics of naval warfare.
      • SAMs
        Because someone needs to keep my MRLs alive and ASF alone simply don't cut it in terms of AA.
      • Gunships/Attackheli
        A lot less vulnerable then SF and especially the gunship is available quite early; If I do Helis then MRLs usually develop a lot later, but in exchange for that I sometimes add Elitehelis to mix up my stacks. Heli stacks can take quite a lot of damage but like any aircraft they tend to struggle against bigger stacks later on, or a lot of AA, that's where MRLs then come into play. IIRC the most damage one of my survived was like 68 or something like that (1 Gunship, 2 Elite, 2 Attack). Worth noting that if I decide to go for artillery then I usually end up not doing Helis.
      • Others
        The above is pretty much my standard Layout of stuff I usually tend to get. Ofc other Units might find their way into my composition if I feel like it. Examples include but are not limited to Elite Bomber, Naval Patrol Aircraft, Theater Defense System, Cruisers, UAV


      I have somewhat of a tendency to play solo, so that's why my unit composition ends up being pretty much allround; and if I'm being honest that sounds a lot harder than it really is, just Artillery on its own is already an incredible force multiplier and if you have a specific Goal/Threat in mind that you aim for then the amount of different units required shrinks down pretty dramatically
      Tho currently I'm doing a lot of EAA and ASF early on, might become my new go-to opening move if the nerf doesn't hit them too badly. If I'm being honest then just spamming Strikefighters already has an about 50% of you winning the game.
      In general, early on I focus on getting my main damage dealers out as soon as possible, there is not much point in trying to fight with Inf when you could have EAA or just really any Aircraft easily wipe them on day 4-5.
      I am The Baseline for opinions
    • People often think "just a small sum of them" not all of em think that helis are much stronger than SF cause they do more damage, are less vulnerable to anti air's, and cost slightly less to make. Which they do have a point in it, cuz sam's are more popular nowadays cuz of the emergence of the new op elite attack aircraft. That is my answer to your first question.

      In the second one, it all really depends on your "resource production" I tried doing it once SF and attack helis in my other game and imma tell you it sucks and which is why I'm greatly discouraging you to not do it.
      *SF has higher and better range good stats and is very versatile.
      *Attack Helis are more of a specialist unit you use it when the enemy has sam's, makes a fuck ton of armor, and well they're good against other helis.
      *But the thing is most unit's have a higher air defense against helis than it is to aircraft so yeah.
      *If you really try to use them you'll most likely lose bout 3 or more helis in a fight against other players (gunship and attack) ofc meanwhile if you use SF well I guess after reading this far you'd most likely have a gist bout the outcome.
      *Last of all it's really a waste of your time and resources. You'd have to use the lvl 2 airbases that you've got to make helis rather than SF and for me I'd rather make a ballistic sub and research missiles then go destroy my enemies homeland cities with chemicals rather than use those rare materials in researching an attack heli cause sam's is also rare to see in public games.

      All I've said is all my experiences in the game and I'm a pretty big SF user so yeah 60% of what I've said is biased but I got point in it.

      Good luck and have in the game.
    • japan samurai wrote:

      Why is gunship/attack heli much stronger than SF?
      If I decide to go for SF and attack heli will that be ok?

      A couple reasons - (1) gunship/attack heli are not vulnerable to SAMs and a lot less vulnerable to Frigates; (2) they are also more powerful at destroying ground units. A stack of 2/3 or 3/2 gunship/attack are much more powerful than 5 SF; (3) unlocks the elite helicopter - which is still probably the best unit in the game at level 3 (stealth and super powerful), although the AIP sub could also claim that title.

      The counter is probably SF have more range and can shoot missiles.
    • I enjoyed reading this post so I will add my unit build and win strategy.

      Why I like CoN
      What i really like about CoN is the complexity of unit mix and variety of ways people get to win. I played the sister games of Medieval (New World Empires) that has very simple unit mix and no ranged weapons so whilst good to play if can only log in once or twice a day (a blocking position is truly that), everyone and every game pretty much played out the same way so after 30 games looked for something else. The sister WW2 game (Call of War 1.0) had overpowered planes (that didn't even have to return to base to re-arm!) so it was 'play planes or go home' with active players just making bombers to blow away land-only players and then move in a minimal amount of fast light tanks to occupy ground that armor can take in that game. Overpowered planes meant all good players played this same method of 'Spank and Tank' with the final win going to the plane player who stayed active longer than their opponent before work/sleep/toilet became necessary! After about 50 games left that for CoN and after 30 games of this I am still learning and trying different things to see what works!

      General win Strategy
      First rule for winning is that CoN does a good job of the modern battlespace being land, air and sea = got to play in the full space to win. Second is that the war is won by economic production rather than battles so protect your homeland and target the enemies. I try not to start a war unless I pretty certain I going to win and I dont start it by attacking them on their expanding frontline. Instead the first time they realise I am at war is when my troops surprise invade their homeland and preferably going for the capital = 'lose your core and you lose the war'. Later in game when enemy homeland can be hard to physically reach you can still 'destroy' it with ballistic missile attacks launched from submarines or elite bomber. Best to 'do it to them before they do it to you' and use the element of surprise. In CoN your units move quite fast even when invading (more than the sister games) and this leaves little 'reaction time' for the enemy. if you get lucky timing you can have taken most of someone's core before they even logged in again. Surprise can be further generated by 'leapfrogging' to invade an active player = half take the land of quit player close to an active person beyond who will start thinking "OK he will be here in about 3-4 days' but before finishing off the computer land that is quite passive, it can pay off to leap ahead and invade the active person homeland a couple of days before their expectation.

      My Unit Mix
      Land: As others have noted, out of the big choice of Combat units you just need some 'boots on ground' to take the land. Most Victory Points and Resource production is in the urban environment so picking units with bonus for this most important terrain type makes sense. Motor Inf or National Guard get bonus here. I do Motor Inf because eventually it becomes an artillery unit. If you get worried about enemy armor with new players usually going for Tanks then Tank Destroyer defending in cities kills them. These the only Combat Units I make, but I do make most of the Combat Support units. I get tempted for Towed Artillery to help early but never have enough research or electronics so instead I rely on my floating (navy) and flying (planes) artillery until the MRL. Given how strong and quick to move around air units are, plus the devastation on your core cities by tactical Strikers yet alone the strategic Bomber, I get SAMs early if there is another plane player in range. I use Radar (rather than Drone) for situational awareness of the battlespace so my units can try to be in the right place at the right time. Given I like to blow up enemy homeland with missiles, i worry that someone will do it to me so after upgrading one army base thru lvl 2 (Tank Destroyers), lvl 3 (SAM), lvl 4 (MRL) i do the lvl 5 (TDS)
      Many times you see new players spend resources making an Army Base with the Recruit Office in every city but I find 3 Army bases enough with Airfields and Naval Bases in the other cities to get my air and sea unit.

      Sea. Navy is weirdly overpowered and given almost every country has coast exposure the best use of ships is to sail up to enemy core and bomb it all down that only takes 1-2 days. This stops them making new units so is pretty much 'game over' for them. The game has the SAM missile that is made early and easy to stop planes doing this bomb strategy cities but where isequivalent SSM (antiship) missile to prevent ships doing this? Yes thru missile research can eventually get cruise missiles but they are rightly the much later cruise missiles and not the SSM that prevents such simple shore bombardments = irl Russia recently tried to bomb a Ukraine city with a Cruiser and kaboom it goes straight to the bottom from an SSM that CoN doesnt have. About the only way to beat this naval bombing strategy is to do it first! Even a Corvette can do damage but Frigates with their AA allow early entry under hostile skies to start this damage until Destroyers and Cruisers can be added. By starting you ships on day one you can get ahead of others and if you see someone starting to build up ports...well...there is your next victim.

      Air. First few games on the small Battlefront and Flashpoint maps filled with beginners, i made Strikers that really useful for killing ground units but became even more valuable once within range of the enemy homeland to blow up all their cities and make them quit. In the bigger maps good players will have SAM and ASF which counters this Striker strategy. Now I make ASF that do less ground damage (with some upside in that when bombing cities they dont reduce the population/VP much) and also counter enemy planes and helis from lording it over my ground units. To complement the war winning naval strategy of bombing down their core I also go for either missile sub or Elite Bomber to send Ballisitic Missiles to do the job if they have a big navy that counters mine.

      The realistic play out of countering the counter
      I think the unit complexity does a good job of reality of modern combat. Early in game (1960-70s) planes can freely fly and strike ground targets. Mid game (1980-90s) SAMs arrive to provide a protective umbrella against the air. Late game the Attack Helis (1990s plus) can fly in under the radar but they can be countered by MAA. Eventually if the map goes on long enough, there might necessity for ground combat where the Queen of the Battlefield Artillery comes becomes the main means of destruction and the longer ranged MRL (Plus its better antiship capability) is worth waiting for as your artillery type of choice?

      Some ideas for CoN game development.
      1. Navy ships bombing down enemy core cities in only 1-2 days in the absence of anti-ships missiles doesnt seem to match reality? Maybe introducing SSM in addition to SAM could counter this anomaly?
      2. The new Elite Attack Plane seems way overpowered to me with 2.5 x the hit power of the Striker! Unlike most Elite units in low numbers like 3-6-10 the EAA is 10-15-20! Most these Attack type aircraft dont really carry more Ordnance than a Striker. Instead their value comes from being able to fly in low & slow pretty much under the SAM (like helis do in CoN) whilst being strong enough to take hits from MAA that covers this low space and shreds fragile helis (again CoN pretty realistic on this). I worry the strong attack and large numbers of EAA will make CoN like the WW2 sister game now where it simply becomes 'play planes or go home'? EAA can keep its hit points but maybe make its attack strength only 1'5 x rather than 2.5 x the normal Striker?
      3. Combined arms bonus. using armor and infantry together covers each others weaknesses so the strong points shine throne (as russian tank columns with no flank infantry protection found out in ukraine!). How about 5-10% attk/defence if the stack contains both an infantry and armor unit? Supporting Fire often also valuable simply by pinning enemy while your forces maneuvre so could give another 5-10% if the attk/defence involved artillery, plane or naval bombardment as part of the combat?

      Apart from these small suggestions i am really enjoying CoN and still exploring and changing my strategy as I learn more.
    • Let me just open up a game so i know WTF your on about. Don't know WTF a SD is but okay.

      Start of the game, really really depends what nation you start with. Island nation, build 3 corvettes, then either frigates, or destroyers. You can really pump out ALOT of destroyers but getting those level 3 docks is very hard and usually you get attacked by a large frigate force before. So yeah ...

      National guard, perfect for Russia, any large country that doesn't need to expand quickly, because for successful NG's you need a strike package, either helicopters, strike aircraft or the current seasonal units. This will allow you to spread rapidly, where you can focus on capturing every tile of the enemies but their cities and countering their movements in full view. Slower start, but spreads quickly and highly reliant on an air related strike package. This is also good for countries like Kenya that is surrounded by jungles creating very slow enemy advances. Build a high level hospital and don't lose your aircraft, let them heal so your not losing them.

      Lastly is just recon, recon units are some of the best starting units, and upgraded enough to helicopter deploy they are very effective at defending cities from insurgences, aswell as gathering together for pushes.
      Beyond that, getting an infantry commander early can be effective, put it in a 10 stack with your starting infantry and just advance city to city.

      Late game, special forces are great, but nothing really beats maxxed out infantry with that stupid 10 mortar range, the ability to do like 80+ damage at range decimates EVERYTHING, more so stacked with commanders. Not really a fan of tanks, tank defenders, theatre defence or even AA, good players wipe this crap out like its nothing. Even special forces can be detrimental as there are a few bugs and lack of information regarding when your stealthy, when your not and how helicopter assaults work. But once you learn they are more effective.

      Ultimately tho, ballastic submarines are game winning with their ability to strike airfield after airfield after airfield, i also use spy action, day after day targeting damage and low level airfields. You can deploy 2-3 sabotage units and destroy entire airfield instantly. You can max out strike aircraft, or run bombers but they are not really reliable, ballistic missile subs give you more opportunities to catch stacks of aircraft.

      Likewise i tend to think that if you dominate the waves, you will win the game and that is reliant on maxxed out attack submarines, i also love me some carriers, filled with strike aircraft, infact the new seasonal unit is carrier capable, with lost of HP too. Just a bit slow for my liking, and lacks the capability to sink enemy ships, leaving your carrier rather valuable.

      But yeah, really focus on shutting down the enemies ability to move, landlock them with your navy, smash up their airfields so they can't fly then send in special forces in a massive stack with over 120+ damage and just smash city after city. then go in with capture units. Pretty easy game really, the struggle comes from players who don't understand the concept of moral.

      If you are at war with more then 4 players your going to struggle, really try to keep the rebels from declaring war with you as long as you can, also abuse their ability to spawn by capturing town using the sprint function, more so in 4x games where reaction times are slower. But ultimately, lack game where entire alliances are declaring war on you, you need to focus on clearing up those tiles and reducing the number of people you are at war with before your homes cities start declining and pacified cities start losing moral and spawning insurgencies. The less people you are at war with, the quicker you can expand, if your at war with no players you get 33moral instantly, war with 4 players its 2-3 days, war with 8 players are your losing moral daily everywhere!

      Last bit of advice, those tiles that produce resources, upgrade them with local industry, if i recall, level 1 local industry is equal to a captured enemy city or there abouts.
    • crazystoner wrote:

      Let me just open up a game so i know WTF your on about. Don't know WTF a SD is but okay.
      idk what SD is either, it would be helpful of ppl would spell these out in parenthesis from time to time (like once per thread).

      If you are at war with more then 4 players your going to struggle, really try to keep the rebels from declaring war with you as long as you can,
      I agree, mid to late game... it's all about morale!


      also abuse their ability to spawn by capturing town using the sprint function, more so in 4x games where reaction times are slower.
      no clue what this is,

      But ultimately, lack game where entire alliances are declaring war on you, you need to focus on clearing up those tiles and reducing the number of people you are at war with before your homes cities start declining and pacified cities start losing moral and spawning insurgencies. The less people you are at war with, the quicker you can expand,

      This seems like a mess of thoughts,
      If you want people to understand sometimes less is more.


      if your at war with no players you get 33moral instantly,

      Not true, or I don't understand this comment


      war with 4 players its 2-3 days, war with 8 players are your losing moral daily everywhere!I disagree, it's around 10 or 12 I think.
      Some provinces will be negative if they're recently captured,
    • I've been experimenting with a similar infantry-centric strategy, but I've been toying with the idea of incorporating NGs instead of the traditional path. It's a bit tricky since I'm also inclined to build Inf officers—they're just too good, right? But the notion of countering those MBTs and Mech Inf with NGs is tempting. Navy on day 10 might be a stretch for me too, but your aggression on day 2 makes sense. Do you find it pays off against AI nations? Also, the AM INF and the TDs later in the game seem like a solid progression. Do you ever run into resource shortages with this strategy? Or play free bingo win real money no deposit? That's a whole different game I haven't ventured into yet. How's your luck been on that front?

      The post was edited 1 time, last by WilliamhGibsona ().