Some easier-to-understand tips for Beginners

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    • Some easier-to-understand tips for Beginners

      Since all the "pro tips" that have been (suspiciously) circulating in the forum can only be understood by Buckeyechamp and Tebaru (sorry, but you are just too good), I thought I might make a new easy-to-understand suggestion for people that are active moderately often, say once every 2 hours?
      Since I use my own playing experience to write this, please comment if you think I'm sabotaging new players ;)

      ECONOMY:
      The only item that I struggle with is electronics. I can literally spend 8,000 a day when I have enough (NO KIDDING),
      So, be CHINA.
      Wait.. ahh.. I've played at least 30 countries in WWIII, the only country that I don't struggle with electronics is CHINA. SO BE CHINA.

      Doctrine:
      IDC about this. Be eastern?

      WHAT TROOPS TO USE

      Infantry: Generally, use MOTORIZED INFANTRY. I learned this the hard way when my mechanize infantry went against the motorized infantry - what a loss!
      MOTORRIZED INFANTRY have RANGED ATTACK! That is really important. Really, really important.
      [Add meme here]

      Tanks:
      Not very useful. Since electronics are VERY IMPORTANT!!!, using tanks aren't so useful. If you insist, use MAIN BATTLE TANKS, which are very strong combatwise but to not have any range.
      [Add meme here if feeling like it]

      Support:
      DO GET SUPPORT IF YOU WANT TO WIN! I generally use 3-4 in this category:
      Radar: Useful in detecting EVERYTHING. Ships, infantry, tanks, planes, your mom, you name it! [Needs electronics]
      Theater Defense System: If you don't want an ICBM to the face, it's best to put 2-3 in each city. [Needs electronics]
      Mobile Artillery: These are ranged units that are far superior to the towed artillery, and don't use any electronics. Compare that to the MRL!
      Mobile AA: Pair with troops in a stack. Small rage, mobile, and only anti-helicopter ground unit. Does not need any electronics

      Helicopters:
      Uses electronics. Only one that is important is Attack Heli, useful in instantly destroying both TDS and Mobile SAM launcher.

      Planes:
      Before the Elite Attack Aircraft (available to all for 55 more days) came out, I used MAX strike fighter and MAX Air Superiority fighter. Both need electronics.
      Now, with EAA, I only do MAZ ASF because you need to research either ASF or SF first before researching EAA.
      Generally, I use NAVAL ASF so the entire stack can land on aircraft carrier.
      Heavy Bombers are bad. They are slow, need too many electronics, need LEVEL 3 airbase, and have small patrol circle.

      Ships:
      DESTROYERS! Cruisers are way to... weak against subs, plus too expensive.

      Subs:
      BM Subs! Wanna destroy that enemy city? Fire a missile from a BM sub and the city is now flattened! Using max level is also 8/8 damage, quite good.

      Missiles:
      Use Conv. for armor, Chem and Conv for city, unless you are in apocolypyse, in which, use your NUCLEAR warheads wisely!

      Attack:
      Only attack when you are 95% sure you can wipe out the enemy. Remember, never underestimate, it is better to overestimate than underestimate.
      Don't attack too many countries at once.
      Build:
      Generally, aim or Level 1 rec office in all cities and Level 3-5 Arms Industries in all cities.
      But Naval Bases and Air bases in strategic cities, as both give production a good boost.
      Since you need TDS, build Level 5 Army base on day 15-20 preferably. Remember to protect it and make sure it is in the center of your empire.




      Anything to add?
      If you don't lose, you don't learn"
      -me
    • The opening sentence should explain that when one or more players want to win fast, many games don't last long enough for anyone to develop or need units like max level Mot Inf or 2-3 TDS per city to defend against ICBMs.

      This is one of the first things that players need to learn. There is no need to screw around forever slowly crawling across the maps, UNLESS they want to; and even then the other players might not want to do that.

      Embracing that games can last a long time, but don't have to (and the other players might be playing to win quickly) will then affect everything else you wrote.
    • Colonel Waffles wrote:

      I wouldn’t recommend MAA or Destroyers
      You also skipped over some of the most important units: SAM, Attack Sub, National Guard, NPA etc
      I would personally argue that destroyers are fairly necessary, but the others I will second. I never research mot infantry, just NG or (if I'm in Rising Tides) naval infantry. NPA are super useful, especially as New Zealand.
      Overkill is an Awesome Map! :D
    • Bigtallnerd419 wrote:

      Colonel Waffles wrote:

      I wouldn’t recommend MAA or Destroyers
      You also skipped over some of the most important units: SAM, Attack Sub, National Guard, NPA etc
      I would personally argue that destroyers are fairly necessary, but the others I will second. I never research mot infantry, just NG or (if I'm in Rising Tides) naval infantry. NPA are super useful, especially as New Zealand.
      Oh? Then go on and argue, because they certainly aren’t. Not until Dorado buffs their damage to submarines.

      Current Issues with Destroyer are:
      - trades about 1:1 with submarines, firsthit can be the deciding factor tho
      means that to counter submarines you need to actually 5stack them because using them as „escort“ inside a stack is useless
      - 100 sonar range: basically useless when submarines have 100 range themselves —> if you can see them then they can see you, not much of a counter
      - its a ship, thus not that much fast and subject to their rules and limits

      NPA makes a lot better counter to submarines:
      - high mobility
      - high sonar range
      - can’t get hit by subs cuz aircraft
      - and more

      Really whole point is to drive home how subpar (haha) Destroyers are for ASW.

      At best the Destroyer makes for a subpar allround unit.
      I am The Baseline for opinions
    • 1733973qaz wrote:

      Since all the "pro tips" that have been (suspiciously) circulating in the forum can only be understood by Buckeyechamp and Tebaru (sorry, but you are just too good), I thought I might make a new easy-to-understand suggestion for people that are active moderately often, say once every 2 hours?
      Since I use my own playing experience to write this, please comment if you think I'm sabotaging new players ;)

      ECONOMY:
      The only item that I struggle with is electronics. I can literally spend 8,000 a day when I have enough (NO KIDDING),
      So, be CHINA.
      Wait.. ahh.. I've played at least 30 countries in WWIII, the only country that I don't struggle with electronics is CHINA. SO BE CHINA.

      Do not be China. China is too big to defend very well and is easily taken out by a well planned, multi-pronged attack.
      Doctrine:
      IDC about this. Be eastern?

      WHAT TROOPS TO USE

      Infantry: Generally, use MOTORIZED INFANTRY. I learned this the hard way when my mechanize infantry went against the motorized infantry - what a loss!
      MOTORRIZED INFANTRY have RANGED ATTACK! That is really important. Really, really important.
      [Add meme here]

      Tanks:
      Not very useful. Since electronics are VERY IMPORTANT!!!, using tanks aren't so useful. If you insist, use MAIN BATTLE TANKS, which are very strong combatwise but to not have any range.
      [Add meme here if feeling like it]


      Personally I would say that either AFV's or Tank Destroyers are better than MBT's. They cost too much.

      Support:
      DO GET SUPPORT IF YOU WANT TO WIN! I generally use 3-4 in this category:
      Radar: Useful in detecting EVERYTHING. Ships, infantry, tanks, planes, your mom, you name it! [Needs electronics]
      Theater Defense System: If you don't want an ICBM to the face, it's best to put 2-3 in each city. [Needs electronics]
      Mobile Artillery: These are ranged units that are far superior to the towed artillery, and don't use any electronics. Compare that to the MRL!
      Mobile AA: Pair with troops in a stack. Small rage, mobile, and only anti-helicopter ground unit. Does not need any electronics

      Helicopters:
      Uses electronics. Only one that is important is Attack Heli, useful in instantly destroying both TDS and Mobile SAM launcher.


      ASW helicopters can be very important as well, primarily for taking out frigates which the plane version of this heli, NPA, utterly fails at.


      Planes:
      Before the Elite Attack Aircraft (available to all for 55 more days) came out, I used MAX strike fighter and MAX Air Superiority fighter. Both need electronics.
      Now, with EAA, I only do MAX ASF because you need to research either ASF or SF first before researching EAA.
      Generally, I use NAVAL ASF so the entire stack can land on aircraft carrier.
      Heavy Bombers are bad. They are slow, need too many electronics, need LEVEL 3 airbase, and have small patrol circle.


      Max lvl strikes and ASF are arguably unnecessary, if you are willing to put the time and effort necessary into gaining a lvl 5 airbase. You need only research to tier 2 to gain the ability to unlock stealth strikes and ASF's, both of which have improved damage.




      Ships:
      DESTROYERS! Cruisers are way to... weak against subs, plus too expensive.

      Frigates! Destroyers are necessary for a well balanced fleet, but if you research one ship to max lvl it should be the frigate.



      Subs:
      BM Subs! Wanna destroy that enemy city? Fire a missile from a BM sub and the city is now flattened! Using max level is also 8/8 damage, quite good.

      Yes!


      Missiles:
      Use Conv. for armor, Chem and Conv for city, unless you are in apocolypyse, in which, use your NUCLEAR warheads wisely!

      Attack:
      Only attack when you are 95% sure you can wipe out the enemy. Remember, never underestimate, it is better to overestimate than underestimate.
      Don't attack too many countries at once.
      Build:
      Generally, aim or Level 1 rec office in all cities and Level 3-5 Arms Industries in all cities.
      But Naval Bases and Air bases in strategic cities, as both give production a good boost.
      Since you need TDS, build Level 5 Army base on day 15-20 preferably. Remember to protect it and make sure it is in the center of your empire.


      I wouldn't bother with TDS unless i am on apocalypse or I know someone is researching nukes. It's just not worth it.

      Anything to add?
      Take out live opponents before AI.
      If you have a coastal capital but a non-coastal city, move it to that city. Alternatively, put your capital in whatever city you are most lacking the resource of and use that to boost the morale and thus the production.
      Ally with the people with the best k/d, not the highest rank.
      Good luck!
      Overkill is an Awesome Map! :D
    • @Bigtallnerd419
      "Max lvl strikes and ASF are arguably unnecessary, if you are willing to put the time and effort necessary into gaining a lvl 5 airbase. You need only research to tier 2 to gain the ability to unlock stealth strikes and ASF's, both of which have improved damage."

      I don't want a level 5 air base, so thats why I use regular but max asf.
      If you don't lose, you don't learn"
      -me
    • But in general agree with most your takes.. especially support.

      But But.. Destroyers no air defense (trigger Teburu).. mix in frigs or really prime frigs and mix in dest.

      Instead of BM subs ... build elite bombers .. way more flexible and deliver more bang for the buck. you already have ab2 for eaa its one build. to get BM subs its nav 4??

      3 elite bombers ( my "deathstar" ) can deliver 6 BMs and 9 cms at once with 3500 mile range plus BM 1250 miles way faster than subs and a nation killer. enemies can track/hunt BM subs. Me I launch over water they think a sub and hunt for a ghost long gone. A BM sub can't avoid shipping lanes / bottle necks or go over land (I can stop a sub from reaching missile range with a few choke points; I cant stop a Elite bomber who avoids shipping lanes). Elite bombers can go where ever they want (avoid shipping lanes, ships; Frig AA to shoot down missiles; etc) and reload faster than subs. (which BTW I give @Teburu credit for my "deathstar" as it was his off handed challenge comment that made me take on a missile kill only challenge and realized Elite bombers was best bang for buck .. and as result has evolved my game to a whole new level.. I evolved from Buckeyechamp to Pale Rider; but no joke once i get 3 elite bombers with conv missiles its game over and go full on missile warheads (very cost ineffective but by that time who cares and its fun) )

      Funny thing dont think I ever used Elite Bomber as a bomber its a fast ; flexible Missile launch vehicle...too valuable to waste bombing ground targets. but I guess bombers have been mis categorized sine WW2. A Heavy Bomber is a Bomber like WW2 B-17; Elite Bomber is an airborne launch vehicle.

      Put it this way an Elite Bomber can do everything a BM sub can do way faster and farther. if we both struck japan at same time ... I could hit france Argentina 2 days before a BM sub could.

      But really good post!
      "And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him "

      aka ...The killer formerly known as BuckeyeChamp

      The post was edited 5 times, last by The Pale Rider ().

    • Zozo001 wrote:

      1733973qaz wrote:

      Ships:
      DESTROYERS! Cruisers are way to... weak against subs, plus too expensive.
      LOL
      agree ... ive never been sunk by a sub. Subs sound cool like aircraft carriers but in CoN a waste.. well subs if a very good player great on on hit and run but 98 pct of sub users dont have a clue.

      they

      1. combine with other stacks (hello no longer stealth)
      2.ram ships
      3. come into shallow water and cut strngth in half

      In end get sunk.

      Subs are as stealth as any other ship against real navy players; I can see you with a little red corvette; dest; my officer; nav patrol.
      "And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him "

      aka ...The killer formerly known as BuckeyeChamp
    • The Pale Rider wrote:

      But in general agree with most your takes.. especially support.

      But But.. Destroyers no air defense (trigger Teburu).. mix in frigs or really prime frigs and mix in dest.

      Instead of BM subs ... build elite bombers .. way more flexible and deliver more bang for the buck. you already have ab2 for eaa its one build. to get BM subs its nav 4??

      3 elite bombers ( my "deathstar" ) can deliver 6 BMs and 9 cms at once with 3500 mile range plus BM 1250 miles way faster than subs and a nation killer. enemies can track/hunt BM subs. Me I launch over water they think a sub and hunt for a ghost long gone. A BM sub can't avoid shipping lanes / bottle necks or go over land (I can stop a sub from reaching missile range with a few choke points; I cant stop a Elite bomber who avoids shipping lanes). Elite bombers can go where ever they want (avoid shipping lanes, ships; Frig AA to shoot down missiles; etc) and reload faster than subs. (which BTW I give @Teburu credit for my "deathstar" as it was his off handed challenge comment that made me take on a missile kill only challenge and realized Elite bombers was best bang for buck .. and as result has evolved my game to a whole new level.. I evolved from Buckeyechamp to Pale Rider; but no joke once i get 3 elite bombers with conv missiles its game over and go full on missile warheads (very cost ineffective but by that time who cares and its fun) )

      Funny thing dont think I ever used Elite Bomber as a bomber its a fast ; flexible Missile launch vehicle...too valuable to waste bombing ground targets. but I guess bombers have been mis categorized sine WW2. A Heavy Bomber is a Bomber like WW2 B-17; Elite Bomber is an airborne launch vehicle.

      Put it this way an Elite Bomber can do everything a BM sub can do way faster and farther. if we both struck japan at same time ... I could hit france Argentina 2 days before a BM sub could.

      But really good post!
      That sounds really awesome


      If I had the Elite Bomber.
      Overkill is an Awesome Map! :D