Motorized Infantry:
One of two primary infantries, this unit boasts high defensive values which makes it useful when defending against player stacks. It also gains a powerful (but in my opinion overrated) ranged attack at Tier 3. Overall a versatile and reliable unit.
Mechanized Infantry:
Respectable damage values, including a high point defense against aircraft, but also high cost. The combination of a large HP pool and point defense makes this unit viable for the purpose of adding damage distribution to a larger stack.
Naval Infantry:
Out of all the units that are made for melee attacking, Naval Infantry stands out. Melee damage when attacking a city is brutal, and it is one of the best melee units in the game. Unfortunately, since melee combat is wasteful and easily countered in nature, there’s not much incentive to use this infantry.
Airborne Infantry:
The worst infantry in the game by far. The selling point of Airborne infantry is the ability to move quickly, however upon closer inspection it’s hilariously slow and expensive to use. In order to effectively conquer, you must constantly build airfields to accommodate these units. Their helicopters are very slow, and they must wait 1 hour before capturing a province. You also have to be very active in order to move at a good pace.
Special Forces:
This unit performs a role that is different than the other infantry. It is a multipurpose recon unit with high damage and mobility. The combination of stealth and scout abilities makes this a good unit for spying on provinces and cities. It is also ideal for attacking vulnerable units such as lone MRLs or landing planes. You can also use it to annoy people that use National Guards, as it is perfect for taking them out as they capture land. You should use this unit with the intent of sabotaging the enemy, rather than fighting them head-on.
National Guard:
The other primary infantry after Motorized, and arguably the best infantry in the game. National Guard does what you need it to do. It’s cheap as dirt, relatively quick, and has enough bite to keep insurgents out of cities. Don’t involve this unit in melee battles, simply use it to capture enemy territory while your offensive units fight. NG is also useful for damage distribution, keeping units like SAMs and Mobile Radar alive longer. Also, don’t upgrade it past level 3, as you need it to be inexpensive.
Combat Recon Vehicle:
Good utility vehicle, useful for finding Special Forces, mopping up insurgents, and adding damage distribution to large stacks. Wouldn’t spend resources to upgrade it past level 1.
Armored Fighting Vehicle:
Mediocre at best. This unit has high damage against infantry, but costs too much for what it offers. Combat Recon Vehicle is a better investment.
Amphibious Combat Vehicle:
Damage of an AFV, Scouting of a Combat Recon Vehicle, and cost of a Main Battle Tank. This unit is not worth building. Combat Recon Vehicle, again, is a better investment.
Main Battle Tank:
The #1 noob trap, Main Battle Tanks may entice you with their damage numbers. However, this unit is terrible. Being a dedicated melee-fighting unit, it is already wasteful and easy to counter. Then, factor in its abysmal cost and terrain debuffs. It may be able to brute force its way through cities, but for what it costs it’s far too easy to counter. Do not research this unit.
Tank Destroyer:
One of the better armored units. Like Naval infantry, this unit is melee-fighting based and is already at a disadvantage, but of all the melee fighters it is one of the best. This unit should only be used to defend a city. When you factor in terrain modifiers and entrenchment bonuses, you’ll realize that this unit will eat the all-too-common MBT rushes alive. Unfortunately that’s where it’s usefulness ends.
Towed Artillery:
Mediocre unit. Useful as support during the first week or two, not that good afterwards even with air assault. Would not recommend.
Mobile Artillery:
A solid support unit with above average HP, but pointless when you could get Multiple Rocket Launchers instead.
Multiple Rocket Launcher:
Considered by many to be the best unit in the game, this is a very powerful unit that requires a lot of activity to use properly. MRL should always have a Mobile Radar with it, as this will allow the stack to locate and fire on units from far away. Use stacks of MRL to tear apart the enemy’s land units.
Mobile Anti Air:
Anti-air unit with mediocre performance that doesn’t justify its cost. If you need anti-air, use a combination of SAMs and Air Superiority Fighters instead.
SAM:
Very strong anti-air unit, destroys planes within a large radius. It’s weakness is that it cannot damage helicopters, so I recommend to use Air Superiority Fighters with it. If you are a land-based country, you should have SAMs.
Theater Defense System:
This is the primary counter to missiles. I would get this unit only if your enemies are building missiles, or if it is late game. Place these in the center of your cities to take advantage of their point defense.
Mobile Radar:
Essential for monitoring the enemy units. This allows you to see the radar signals of enemy infantry, armor, support etc within a massive radius. However, this Radar cannot detect helicopters or certain planes. I highly recommend this unit.
Helicopter Gunship:
Useful early game to wipe out enemy infantry, doesn’t have much use afterwards.
Attack Helicopter:
Low range, but excellent damage. A good counter for units like MBTs, MRL, SAMs etc. Note that pure stacks of Attack Helicopters are less powerful against enemy stacks which contain both soft and hard targets, since soft targets can sap your overall damage.
ASW Helicopter:
Mediocre counter to submarines. Has high damage, but low range, meaning you may have to get an Aircraft Carrier in order to use it properly. At high levels, these helicopters can also deal considerable damage to ships. Overall, Naval Patrol Aircraft is superior.
Air Superiority Fighter:
It makes enemy planes and helis go boom. This unit is pretty much essential in every match.
Avoid using against enemy ASF, instead try to lure the fighters into your own anti-air.
Strike Fighters:
A powerful and easy to use unit. Use it to destroy all kinds of land-based stacks. Also, keep these away from enemy SAMs, ASF and Frigates. Strike Fighters are still viable, but the new Elite Attack Aircraft is much better.
UAV:
Decent unit, cheap and useful for scouting enemies on a larger scale. However, I don’t recommend investing too much into this unit, as it’s too vulnerable in a war zone and the stealth ability unlocks too late in the game.
Naval Patrol Aircraft:
Excellent unit, acting as both a mobile sonar, cruise missile launcher and attack aircraft. It is perfect for surveying large areas of ocean. The long range and high damage makes it a great counter to submarines, transport ships, and warships. However, these can be easily countered by frigates.
AWACS:
Another radar, similar to Mobile Radar. This unit is quick and has the biggest radar radius in-game (300 when max). It can detect many types of units, including helicopters. However, it cannot detect infantry. Between AWACS and Mobile Radar, you should invest in the one you feel is more relevant to your playstyle.
Heavy Bomber:
These units can be useful for destroying enemy cities, but they are very easy to counter. The stealth variant is more useful, as it can avoid threats to some degree. Overall, the Heavy Bomber is mediocre and well suited to wrecking enemy economy in the long run.
Corvette:
Useful in the first few days to defend your coastal cities and/or attack someone else’s cities. Pretty much useless after day 10.
Frigate:
One of the most powerful anti-air units in the game. Deals massive damage Fixed Wing, as well as respectable damage to helicopters and missiles. If you are a navy player, you may want some of these around incase you encounter NPA or Cruise Missiles.
Destroyer:
This unit is designed to counter submarines, yet it will often get beat by subs in a 1v1. I don’t recommend these.
Cruiser:
The most powerful ship. This unit has the highest damage against ships, good damage to land units, a massive HP pool, and a personal anti-air envelope. This unit can fight off a number of different threats and is only weak to submarines. The biggest downside of the Cruiser is that it is extremely expensive, and will quickly bankrupt you.
Aircraft Carrier:
Far too expensive for what it offers, this unit isn’t much more than a late game toy. I do not recommend it.
Attack Submarine:
Deadly naval fighting unit, and the direct counter to cruisers. These units are very effective against all kinds of ships, but are weak in coastal waters. They are also defenseless against units such as NPA and ASW helicopters. Something else to note is that this unit heals twice as fast as other naval units. Compared to Cruisers, Attack Submarines focus exclusively on anti-ship and are able to perform that role for a much lower cost.
Ballistic Missile Submarine:
A stealthy Ballistic Missile launch platform, that’s all there is to it.
ICBM:
Powerful, but not worth the investment. Don’t research it.
Ballistic Missile:
A good strategic weapon, useful for destroying enemy cities or stationary stacks. Has a decent range that can be pushed further by using a Ballistic Missile Submarine or Elite Bomber. However they are very expensive. I would only recommend spending resources on this if you are in a coalition.
Cruise Missile:
Powerful but expensive weapon, meant to be used against stacks of units. These have many different platforms that they could be launched from, and work for destroying all kinds of stacks, but are most useful against naval units. If the enemy didn’t bring enough frigates, a well timed cruise missile can obliterate their ships.
One of two primary infantries, this unit boasts high defensive values which makes it useful when defending against player stacks. It also gains a powerful (but in my opinion overrated) ranged attack at Tier 3. Overall a versatile and reliable unit.
Mechanized Infantry:
Respectable damage values, including a high point defense against aircraft, but also high cost. The combination of a large HP pool and point defense makes this unit viable for the purpose of adding damage distribution to a larger stack.
Naval Infantry:
Out of all the units that are made for melee attacking, Naval Infantry stands out. Melee damage when attacking a city is brutal, and it is one of the best melee units in the game. Unfortunately, since melee combat is wasteful and easily countered in nature, there’s not much incentive to use this infantry.
Airborne Infantry:
The worst infantry in the game by far. The selling point of Airborne infantry is the ability to move quickly, however upon closer inspection it’s hilariously slow and expensive to use. In order to effectively conquer, you must constantly build airfields to accommodate these units. Their helicopters are very slow, and they must wait 1 hour before capturing a province. You also have to be very active in order to move at a good pace.
Special Forces:
This unit performs a role that is different than the other infantry. It is a multipurpose recon unit with high damage and mobility. The combination of stealth and scout abilities makes this a good unit for spying on provinces and cities. It is also ideal for attacking vulnerable units such as lone MRLs or landing planes. You can also use it to annoy people that use National Guards, as it is perfect for taking them out as they capture land. You should use this unit with the intent of sabotaging the enemy, rather than fighting them head-on.
National Guard:
The other primary infantry after Motorized, and arguably the best infantry in the game. National Guard does what you need it to do. It’s cheap as dirt, relatively quick, and has enough bite to keep insurgents out of cities. Don’t involve this unit in melee battles, simply use it to capture enemy territory while your offensive units fight. NG is also useful for damage distribution, keeping units like SAMs and Mobile Radar alive longer. Also, don’t upgrade it past level 3, as you need it to be inexpensive.
Combat Recon Vehicle:
Good utility vehicle, useful for finding Special Forces, mopping up insurgents, and adding damage distribution to large stacks. Wouldn’t spend resources to upgrade it past level 1.
Armored Fighting Vehicle:
Mediocre at best. This unit has high damage against infantry, but costs too much for what it offers. Combat Recon Vehicle is a better investment.
Amphibious Combat Vehicle:
Damage of an AFV, Scouting of a Combat Recon Vehicle, and cost of a Main Battle Tank. This unit is not worth building. Combat Recon Vehicle, again, is a better investment.
Main Battle Tank:
The #1 noob trap, Main Battle Tanks may entice you with their damage numbers. However, this unit is terrible. Being a dedicated melee-fighting unit, it is already wasteful and easy to counter. Then, factor in its abysmal cost and terrain debuffs. It may be able to brute force its way through cities, but for what it costs it’s far too easy to counter. Do not research this unit.
Tank Destroyer:
One of the better armored units. Like Naval infantry, this unit is melee-fighting based and is already at a disadvantage, but of all the melee fighters it is one of the best. This unit should only be used to defend a city. When you factor in terrain modifiers and entrenchment bonuses, you’ll realize that this unit will eat the all-too-common MBT rushes alive. Unfortunately that’s where it’s usefulness ends.
Towed Artillery:
Mediocre unit. Useful as support during the first week or two, not that good afterwards even with air assault. Would not recommend.
Mobile Artillery:
A solid support unit with above average HP, but pointless when you could get Multiple Rocket Launchers instead.
Multiple Rocket Launcher:
Considered by many to be the best unit in the game, this is a very powerful unit that requires a lot of activity to use properly. MRL should always have a Mobile Radar with it, as this will allow the stack to locate and fire on units from far away. Use stacks of MRL to tear apart the enemy’s land units.
Mobile Anti Air:
Anti-air unit with mediocre performance that doesn’t justify its cost. If you need anti-air, use a combination of SAMs and Air Superiority Fighters instead.
SAM:
Very strong anti-air unit, destroys planes within a large radius. It’s weakness is that it cannot damage helicopters, so I recommend to use Air Superiority Fighters with it. If you are a land-based country, you should have SAMs.
Theater Defense System:
This is the primary counter to missiles. I would get this unit only if your enemies are building missiles, or if it is late game. Place these in the center of your cities to take advantage of their point defense.
Mobile Radar:
Essential for monitoring the enemy units. This allows you to see the radar signals of enemy infantry, armor, support etc within a massive radius. However, this Radar cannot detect helicopters or certain planes. I highly recommend this unit.
Helicopter Gunship:
Useful early game to wipe out enemy infantry, doesn’t have much use afterwards.
Attack Helicopter:
Low range, but excellent damage. A good counter for units like MBTs, MRL, SAMs etc. Note that pure stacks of Attack Helicopters are less powerful against enemy stacks which contain both soft and hard targets, since soft targets can sap your overall damage.
ASW Helicopter:
Mediocre counter to submarines. Has high damage, but low range, meaning you may have to get an Aircraft Carrier in order to use it properly. At high levels, these helicopters can also deal considerable damage to ships. Overall, Naval Patrol Aircraft is superior.
Air Superiority Fighter:
It makes enemy planes and helis go boom. This unit is pretty much essential in every match.
Avoid using against enemy ASF, instead try to lure the fighters into your own anti-air.
Strike Fighters:
A powerful and easy to use unit. Use it to destroy all kinds of land-based stacks. Also, keep these away from enemy SAMs, ASF and Frigates. Strike Fighters are still viable, but the new Elite Attack Aircraft is much better.
UAV:
Decent unit, cheap and useful for scouting enemies on a larger scale. However, I don’t recommend investing too much into this unit, as it’s too vulnerable in a war zone and the stealth ability unlocks too late in the game.
Naval Patrol Aircraft:
Excellent unit, acting as both a mobile sonar, cruise missile launcher and attack aircraft. It is perfect for surveying large areas of ocean. The long range and high damage makes it a great counter to submarines, transport ships, and warships. However, these can be easily countered by frigates.
AWACS:
Another radar, similar to Mobile Radar. This unit is quick and has the biggest radar radius in-game (300 when max). It can detect many types of units, including helicopters. However, it cannot detect infantry. Between AWACS and Mobile Radar, you should invest in the one you feel is more relevant to your playstyle.
Heavy Bomber:
These units can be useful for destroying enemy cities, but they are very easy to counter. The stealth variant is more useful, as it can avoid threats to some degree. Overall, the Heavy Bomber is mediocre and well suited to wrecking enemy economy in the long run.
Corvette:
Useful in the first few days to defend your coastal cities and/or attack someone else’s cities. Pretty much useless after day 10.
Frigate:
One of the most powerful anti-air units in the game. Deals massive damage Fixed Wing, as well as respectable damage to helicopters and missiles. If you are a navy player, you may want some of these around incase you encounter NPA or Cruise Missiles.
Destroyer:
This unit is designed to counter submarines, yet it will often get beat by subs in a 1v1. I don’t recommend these.
Cruiser:
The most powerful ship. This unit has the highest damage against ships, good damage to land units, a massive HP pool, and a personal anti-air envelope. This unit can fight off a number of different threats and is only weak to submarines. The biggest downside of the Cruiser is that it is extremely expensive, and will quickly bankrupt you.
Aircraft Carrier:
Far too expensive for what it offers, this unit isn’t much more than a late game toy. I do not recommend it.
Attack Submarine:
Deadly naval fighting unit, and the direct counter to cruisers. These units are very effective against all kinds of ships, but are weak in coastal waters. They are also defenseless against units such as NPA and ASW helicopters. Something else to note is that this unit heals twice as fast as other naval units. Compared to Cruisers, Attack Submarines focus exclusively on anti-ship and are able to perform that role for a much lower cost.
Ballistic Missile Submarine:
A stealthy Ballistic Missile launch platform, that’s all there is to it.
ICBM:
Powerful, but not worth the investment. Don’t research it.
Ballistic Missile:
A good strategic weapon, useful for destroying enemy cities or stationary stacks. Has a decent range that can be pushed further by using a Ballistic Missile Submarine or Elite Bomber. However they are very expensive. I would only recommend spending resources on this if you are in a coalition.
Cruise Missile:
Powerful but expensive weapon, meant to be used against stacks of units. These have many different platforms that they could be launched from, and work for destroying all kinds of stacks, but are most useful against naval units. If the enemy didn’t bring enough frigates, a well timed cruise missile can obliterate their ships.
Yee Haw
The post was edited 2 times, last by Colonel Waffles ().