Tierlist of Units in CoN

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    • Aeneas of Troy wrote:

      NGs are only for grabbing territories and holding cities from insurgents. And for those two purposes, NGs are the best unit in the game, economically speaking. Hence, they ARE used to great effect by many of the more skilled members of the community as a cheap alternative to motorized infantry.
      You will need at least 2 to get 100% defence from insrgents spawns. Let's say you have 10 cities at risk of insurgent spawn, that's 20 NG units you'll need to keep the peace. (You probably wouldn't use NGs for all of those, but you get the idea)

      I would raher be at risk of a couple insurgents taking the cities and leaving a 3-4 unit stack around, that way I can defeat initial insurgent units and recapture the cities before any additional insurgent unit(s) spawn.
      "El experto en todos fue una vez un bêginara"

      "You didn't see me sneak under the door" :evil: :evil:
    • Flat Stanley wrote:

      Aeneas of Troy wrote:

      NGs are only for grabbing territories and holding cities from insurgents. And for those two purposes, NGs are the best unit in the game, economically speaking. Hence, they ARE used to great effect by many of the more skilled members of the community as a cheap alternative to motorized infantry.
      You will need at least 2 to get 100% defence from insrgents spawns. Let's say you have 10 cities at risk of insurgent spawn, that's 20 NG units you'll need to keep the peace. (You probably wouldn't use NGs for all of those, but you get the idea)
      I would raher be at risk of a couple insurgents taking the cities and leaving a 3-4 unit stack around, that way I can defeat initial insurgent units and recapture the cities before any additional insurgent unit(s) spawn.
      Considering that a single city can produce 4 NG within 24h, that really isnt much.

      If you cant put 2NG in every city the first step would be to only put 1 and cover more ground that way. Or just straight up not capping cities but only provinces.

      >I would rather be at risk of Insurgents than leaving a 3-4 stack of enemies around
      How is that related to NG? They wont see any combat at all, Artillery/Aircraft do all the killing so there being enemy units left is irrelevant for NG
      I am The Baseline for opinions
    • Teburu wrote:

      Flat Stanley wrote:

      Aeneas of Troy wrote:

      NGs are only for grabbing territories and holding cities from insurgents. And for those two purposes, NGs are the best unit in the game, economically speaking. Hence, they ARE used to great effect by many of the more skilled members of the community as a cheap alternative to motorized infantry.
      You will need at least 2 to get 100% defence from insrgents spawns. Let's say you have 10 cities at risk of insurgent spawn, that's 20 NG units you'll need to keep the peace. (You probably wouldn't use NGs for all of those, but you get the idea)I would raher be at risk of a couple insurgents taking the cities and leaving a 3-4 unit stack around, that way I can defeat initial insurgent units and recapture the cities before any additional insurgent unit(s) spawn.
      Considering that a single city can produce 4 NG within 24h, that really isnt much.
      If you cant put 2NG in every city the first step would be to only put 1 and cover more ground that way. Or just straight up not capping cities but only provinces.

      >I would rather be at risk of Insurgents than leaving a 3-4 stack of enemies around
      How is that related to NG? They wont see any combat at all, Artillery/Aircraft do all the killing so there being enemy units left is irrelevant for NG
      The 3-4 stack wont be in cities, I said it would be in provinces near the revolting cities so it can be quickly summoned in the event of an insurgent attack.
      "El experto en todos fue una vez un bêginara"

      "You didn't see me sneak under the door" :evil: :evil:
    • "El experto en todos fue una vez un bêginara"

      "You didn't see me sneak under the door" :evil: :evil:
    • Flat Stanley wrote:

      Teburu wrote:

      Flat Stanley wrote:

      Aeneas of Troy wrote:

      NGs are only for grabbing territories and holding cities from insurgents. And for those two purposes, NGs are the best unit in the game, economically speaking. Hence, they ARE used to great effect by many of the more skilled members of the community as a cheap alternative to motorized infantry.
      You will need at least 2 to get 100% defence from insrgents spawns. Let's say you have 10 cities at risk of insurgent spawn, that's 20 NG units you'll need to keep the peace. (You probably wouldn't use NGs for all of those, but you get the idea)I would raher be at risk of a couple insurgents taking the cities and leaving a 3-4 unit stack around, that way I can defeat initial insurgent units and recapture the cities before any additional insurgent unit(s) spawn.
      Considering that a single city can produce 4 NG within 24h, that really isnt much.If you cant put 2NG in every city the first step would be to only put 1 and cover more ground that way. Or just straight up not capping cities but only provinces.

      >I would rather be at risk of Insurgents than leaving a 3-4 stack of enemies around
      How is that related to NG? They wont see any combat at all, Artillery/Aircraft do all the killing so there being enemy units left is irrelevant for NG
      The 3-4 stack wont be in cities, I said it would be in provinces near the revolting cities so it can be quickly summoned in the event of an insurgent attack.
      I’m not sure of your style of play, but 20-30 NGs is so cheap and fast to build that I don’t see the issue….plus you have approximately 12 starting motorized infantry…

      After I’ve destroyed all the enemy units with my aircraft or artillery, there typically is a ton of land to take, I use every one of those NGs to swallow his whole land in hours…so it’s not like I’m wasting resources on them.

      (And in 4x speed, if one city rebels, that one insurgent would cut a river of blood through your hard won land…. :thumbdown: )
      I am Aeneas, duty-bound and known above high air of heaven by my fame, carrying with me in my ships our gods of hearth and home, saved from the foe. I look for Italy to be my fatherland, and my descent is from all-highest Jove.
    • KoopKoopyGuy wrote:

      Agreed, however, new players can understand this very badly, and would start to not prefeer using ground units for correct situations, if you don't have a strong ground unit army, then you can't conquer, and if you can't conquer..

      You agree yet disagree with me?
      "War does not determine who is right; only who is left."

      Always strive to be better
      Don't try and be the best
      A better world is always within out fingertips
      But Utopia just causes more stress.
    • my-image.png

      Here would be my take, before i read any other post and we can argue.

      However, i'm so massively outraged by the OP i'm borderline convinced his tier list is a successful troll.

      Personal "important points when rating"

      1°) Does the unit has a clear defined role ?
      2°) Is the unit competitive for this role, compared to others units ? Economically or Tactically ?
      3°) Does this unit has any sideline advantage ?
      4°) Does the unit retain its capacities or does it get subroles throughout the map ?
      5°) Does the unit synergise well with others or does it eat alive an economy ?


      Example :

      Why do i put National Guard as a A, when i put Mechanised Inf as a B ?

      Mech Inf kills National Guard for breakfast.

      True, but

      1°) National Guard has a specific purpose : garrisoning new conquests and conquering territory.
      2°) No unit is cheaper, both in production time, production cost, HP per cost, and technology cost, for this specific task.
      3°) It actually has : it has hidden modifiers that make it take damages in priority, increasing survivability of any more precious unit in the stack.
      4°) The national guard is so specialised that you don't need to research it beyond lvl 3, or lvl 5 if you feel luxurious, for the 1.5 speed.
      5°) The national guard dies for others to survive, it synergises with everything in late game due to its incredible ability to be the unit you are satisfied to see dying, and not a SAM or a TDS.



      Mech Inf :

      1°) It's a somewhat anti-mech infantry, that can capture territory
      2°) It's unarguably a good fighting unit when in good terrain, but it's also pretty expensive, and if the goal is to "kill mech", no, it's less competitive than many other ground options. It however has the advantage of versatility and endurance when capturing territory.
      3°) Not really.
      4°) The NBC protection is a one of a kind advantage that is often overlooked, but that is incredibly helpful to force an enemy to spend "more" than you, in chemical missiles [very contextual]
      5°) It synergises well with units that are focused against infantry, not so much for other anti-mech units.


      So, for me, the National Guard is a A, because it fills nearly perfectly its role, while being counter balanced by its hopeless fighting weakness
      and the Mech Inf is a B, because it's a "decent" unit for his role.
      Running an online alliance is pretty much like running a small company, except you need to find other way than money to keep your employees productive. May they play or work, they are humans.

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

    • PaskalSF wrote:

      Units Tierlist

      my-image.png
      Bro What No???
      Imagine putting units like SPf, Arty and HELICOPTERS and Atk subs and Cruisers not at Best . Like what are you doing

      And what on EARTH IS MY BELOVED EYE OF SAURON DOING AT THE BOTTOM OF THAT TABLE

      MBTs are ok only, meant for big meat shields in epic melliodas style day 56 battles

      AMs are more useful than Mot inf and Mech inf and Nav inf and should be given a decent role.
      All armoured units should be classified “bad” with the exception of Tank destroyers (TD)


      THIS IS AN ABSOLUTE horror to LOOK at 8| …I could only imagine whoever was making this table clearly hasn’t learnt enough of it.

      The post was edited 3 times, last by japan samurai ().

    • Zozo001 wrote:

      KoopKoopyGuy wrote:

      if you don't have a strong ground unit army, then you can't conquer
      This is just plain wrong ofc.
      If you beat the defenders by any kind of unit (for which ground is not the best, by far), then you can conquer even with the weakest infantry.
      Okay, but the problem is:


      What if you have a work?


      What if you need to sleep early?

      The enemy can easily strike back while you are doing these 2 things if you don't invest in ground forces.

      Air units require a player to be active so it can strike, just like naval warships but they engage any enemy that is at their range to be engaged.

      Ground forces need to be upgraded anyways, or else the enemy can attack you while it's night at your timezone.
      National Guards Should Not Be Underestimated 8)
    • KoopKoopyGuy wrote:

      Flat Stanley wrote:

      can someone tell me how i can make one of these tier lists, i really want to but i dont know how
      can someone tell me how i can make one of these tier lists, i really want to but i dont know how tiermaker.com/create/conflict-of-nations-units-563052
      okay lemme do that now, thank you :)
      "El experto en todos fue una vez un bêginara"

      "You didn't see me sneak under the door" :evil: :evil: