Teburu wrote:
If Airassault would work; then so would regular helis imo.
Commander Zozo001
humble player
humble player
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Teburu wrote:
If Airassault would work; then so would regular helis imo.
Dealer of Death wrote:
This is completely wrong and worthless. To give it value, print it out on some paper and utilize it at your next bowel movement.MattBooth25 wrote:
No true veteran will tell you armor is worthless. This is a rock paper scissors game of skill and luck. Don’t listen to the people saying “if you make MBT, you’re my next victim” these people don’t understand the ways of this game. That MBT player may have a coalition focusing other aspects of military. MBT is the absolute best armor unit you can make in a coalition where you are the armorer. My point is if you make strikers. Someone is going to have SAMs, and ASF. If you make ground someone is going to have strikers. If you make SAMs and ASF someone will have ground. Make a navy someone has subs or navy patrols, make subs everyone has cruisers and destroyers. Play your way, but range units are probably superior in most cases.
Mc_Johnsen wrote:
@Zozo001 You are conveniently ignoring what I said.
"Might not work against the best and most active players, but I doubt he[MattBooth] faces them all the time."
I am not saying this is a foolproof strategy against the best players, I am saying this is a viable strategy which likely works most of the time for them. Hint: Most players on the world map aren't checking their game constantly nor are they the best players.
I never said I am assaulting moving artillery, which btw is also incredibly easy. Tier 1 air assault helicopters have a speed of 3. Your tier 1 MRLs have at best a speed of 1. Significantly worse on worse terrain or hostile territory. Good luck running away from me when I am flying several times faster than you I will just wait till you aren't in your friendly flatlands/desert and pounce. And at some point you are surely going to have to send your artillery into hostile territory to shoot? Especially if the province is large. At that point, is the airspace really hostile?
I can also make that airspace hostile for my opponent with my own anti air and ASF.
The main weakness is enemy ASF, and those require high acivity from the opponent to use, which I explicitly ruled out for my scenario. Of course its not gonna work out if the opponent is active with ASF nearby, duh. Btw, even the best and most active players have to go to sleep at some point.
It still hardly matters how many hits TDs can tank, nor do I need overwhelming numbers.
About your resource game, its still wrong. You cannot compare different resources. Very simple example: both players require to build a certain amount of SAMs. This means both players have less supplies at their disposal. Thus the artillery player has less supplies for MRL production. The tank player however still has full components available for his TD production. Neither TD nor MRL have egregious costs and thats all that matters.
The post was edited 1 time, last by MattBooth25 ().
Teburu wrote:
While Airassaulting would most certainly work against Artillery; that seems like a way to elaborate strategy to pursue considering the extreme lack of people with the braincells necessary to build Arty in the first place.
If Airassault would work; then so would regular helis imo.
MattBooth25 wrote:
i honestly never practiced or even considered helis. i always thought of them as lesser strikers. i also enjoy the fact that when they are not fighting arty players i still have a solid attack force against armor which i run into alot aswell. 90% of my games i am pushing sams close to cities and then air assaulting my tank destroyers and naval infrantry into cities which gives me insane city attack rate. edit: keep in mind i do not face arty players often this is just my go to attack strategy which revolved around air assaulting cheap armor units (tank destroyers) so i was defending armors viability. i do not think all armor is good at all.Teburu wrote:
While Airassaulting would most certainly work against Artillery; that seems like a way to elaborate strategy to pursue considering the extreme lack of people with the braincells necessary to build Arty in the first place.
If Airassault would work; then so would regular helis imo.
The post was edited 1 time, last by KFGauss ().
MattBooth25 wrote:
This would be my rough estimate:
I try to pick a country with 2 component and 2 supply cities as I am still learning and prefer the extra resources to buffer myself. (7 City countries).
day 1-5
*research national guard / build 3 national guard per city.
*research mobile anti air vehicle / build 4 of them.
*research tank destroyer
*build lvl 1 recruiting offices / arms industry lvl 2 in all component/supply cities.
*combine my starting infrantry into 2 large stacks. (Usually each with 1 recon vehicle, 2 anti air, remainder infrantry.
*attack smallest easiest enemy with artillery stack.
Day 5-10
*continue upgrading component/supply cities arm industries to lvl 3 / lvl 1 in all cities.
*anti air should be lvl 2, tank destroyers lvl 2.
*infrantry are researched
*2 more national guard per city for a total of 5
*lvl 2 national guard.
(At this point I usually have 2-3 stacks of 4 tank destroyers 2 Anti air and 4 infrantry.
Day 10-20
*Research SAMs, naval infrantry.
*Research Mobile Radar.
*üpgrade troops as required.
This is the best I would be able to do unless I kept track in a current game. It’s important to remember I don’t do this strategy solo, solo I tend to stick to a tower artillery / ASF into rocket launchers and bombers.
This is my coalition build where my members would be focusing navy and air.
enarius wrote:
If i come with 30 air units day 10 you are screwed.MattBooth25 wrote:
This would be my rough estimate:
I try to pick a country with 2 component and 2 supply cities as I am still learning and prefer the extra resources to buffer myself. (7 City countries).
day 1-5
*research national guard / build 3 national guard per city.
*research mobile anti air vehicle / build 4 of them.
*research tank destroyer
*build lvl 1 recruiting offices / arms industry lvl 2 in all component/supply cities.
*combine my starting infrantry into 2 large stacks. (Usually each with 1 recon vehicle, 2 anti air, remainder infrantry.
*attack smallest easiest enemy with artillery stack.
Day 5-10
*continue upgrading component/supply cities arm industries to lvl 3 / lvl 1 in all cities.
*anti air should be lvl 2, tank destroyers lvl 2.
*infrantry are researched
*2 more national guard per city for a total of 5
*lvl 2 national guard.
(At this point I usually have 2-3 stacks of 4 tank destroyers 2 Anti air and 4 infrantry.
Day 10-20
*Research SAMs, naval infrantry.
*Research Mobile Radar.
*üpgrade troops as required.
This is the best I would be able to do unless I kept track in a current game. It’s important to remember I don’t do this strategy solo, solo I tend to stick to a tower artillery / ASF into rocket launchers and bombers.
This is my coalition build where my members would be focusing navy and air.
The post was edited 1 time, last by enarius ().
MattBooth25 wrote:
my point being that it doesnt matter which units have the best stats when other factors play an even larger role.Dealer of Death wrote:
This is completely wrong and worthless. To give it value, print it out on some paper and utilize it at your next bowel movement.MattBooth25 wrote:
No true veteran will tell you armor is worthless. This is a rock paper scissors game of skill and luck. Don’t listen to the people saying “if you make MBT, you’re my next victim” these people don’t understand the ways of this game. That MBT player may have a coalition focusing other aspects of military. MBT is the absolute best armor unit you can make in a coalition where you are the armorer. My point is if you make strikers. Someone is going to have SAMs, and ASF. If you make ground someone is going to have strikers. If you make SAMs and ASF someone will have ground. Make a navy someone has subs or navy patrols, make subs everyone has cruisers and destroyers. Play your way, but range units are probably superior in most cases.
enarius wrote:
If i come with 30 air units day 10 you are screwed.
enarius wrote:
Correct order of play is start with airforce.My priority is day 15 have 40 strikers 10 supperioriry 80ng. Conquer 100 cities.enarius wrote:
If i come with 30 air units day 10 you are screwed.
Next is navy for out of range countries.
After this you can go for other units like copters sams missles
Spending all resources on buildings is stupid. Its game of war and conquest not game of cities and stacks.
Without SF and ASF you are just chiken all game.
My last game played russia i had 80 strikers 26 air supperiority 170ng day 25, 2550VP. Literaly crushed everyone without problem. If there is a trouble maker you just make counter units few stacks and he cant match you in anyway.
The post was edited 1 time, last by KFGauss ().
enarius wrote:
If i come with 30 air units day 10 you are screwed.MattBooth25 wrote:
This would be my rough estimate:
I try to pick a country with 2 component and 2 supply cities as I am still learning and prefer the extra resources to buffer myself. (7 City countries).
day 1-5
*research national guard / build 3 national guard per city.
*research mobile anti air vehicle / build 4 of them.
*research tank destroyer
*build lvl 1 recruiting offices / arms industry lvl 2 in all component/supply cities.
*combine my starting infrantry into 2 large stacks. (Usually each with 1 recon vehicle, 2 anti air, remainder infrantry.
*attack smallest easiest enemy with artillery stack.
Day 5-10
*continue upgrading component/supply cities arm industries to lvl 3 / lvl 1 in all cities.
*anti air should be lvl 2, tank destroyers lvl 2.
*infrantry are researched
*2 more national guard per city for a total of 5
*lvl 2 national guard.
(At this point I usually have 2-3 stacks of 4 tank destroyers 2 Anti air and 4 infrantry.
Day 10-20
*Research SAMs, naval infrantry.
*Research Mobile Radar.
*üpgrade troops as required.
This is the best I would be able to do unless I kept track in a current game. It’s important to remember I don’t do this strategy solo, solo I tend to stick to a tower artillery / ASF into rocket launchers and bombers.
This is my coalition build where my members would be focusing navy and air.
enarius wrote:
Correct order of play is start with airforce.enarius wrote:
If i come with 30 air units day 10 you are screwed.MattBooth25 wrote:
This would be my rough estimate:
I try to pick a country with 2 component and 2 supply cities as I am still learning and prefer the extra resources to buffer myself. (7 City countries).
day 1-5
*research national guard / build 3 national guard per city.
*research mobile anti air vehicle / build 4 of them.
*research tank destroyer
*build lvl 1 recruiting offices / arms industry lvl 2 in all component/supply cities.
*combine my starting infrantry into 2 large stacks. (Usually each with 1 recon vehicle, 2 anti air, remainder infrantry.
*attack smallest easiest enemy with artillery stack.
Day 5-10
*continue upgrading component/supply cities arm industries to lvl 3 / lvl 1 in all cities.
*anti air should be lvl 2, tank destroyers lvl 2.
*infrantry are researched
*2 more national guard per city for a total of 5
*lvl 2 national guard.
(At this point I usually have 2-3 stacks of 4 tank destroyers 2 Anti air and 4 infrantry.
Day 10-20
*Research SAMs, naval infrantry.
*Research Mobile Radar.
*üpgrade troops as required.
This is the best I would be able to do unless I kept track in a current game. It’s important to remember I don’t do this strategy solo, solo I tend to stick to a tower artillery / ASF into rocket launchers and bombers.
This is my coalition build where my members would be focusing navy and air.
enarius wrote:
Correct order of play is start with airforce.enarius wrote:
If i come with 30 air units day 10 you are screwed.MattBooth25 wrote:
This would be my rough estimate:
I try to pick a country with 2 component and 2 supply cities as I am still learning and prefer the extra resources to buffer myself. (7 City countries).
day 1-5
*research national guard / build 3 national guard per city.
*research mobile anti air vehicle / build 4 of them.
*research tank destroyer
*build lvl 1 recruiting offices / arms industry lvl 2 in all component/supply cities.
*combine my starting infrantry into 2 large stacks. (Usually each with 1 recon vehicle, 2 anti air, remainder infrantry.
*attack smallest easiest enemy with artillery stack.
Day 5-10
*continue upgrading component/supply cities arm industries to lvl 3 / lvl 1 in all cities.
*anti air should be lvl 2, tank destroyers lvl 2.
*infrantry are researched
*2 more national guard per city for a total of 5
*lvl 2 national guard.
(At this point I usually have 2-3 stacks of 4 tank destroyers 2 Anti air and 4 infrantry.
Day 10-20
*Research SAMs, naval infrantry.
*Research Mobile Radar.
*üpgrade troops as required.
This is the best I would be able to do unless I kept track in a current game. It’s important to remember I don’t do this strategy solo, solo I tend to stick to a tower artillery / ASF into rocket launchers and bombers.
This is my coalition build where my members would be focusing navy and air.
enarius wrote:
As i say day 10 you cant match the 30 air units air to ground unless you have them ur self.
enarius wrote:
Air supperiority doesnt change much when you are not equiped with air to ground. You need to refuel your supperiority and when your enemy has the advantage of multiple stacks you are screwed. As i say day 10 you cant match the 30 air units air to ground unless you have them ur self.
With asf you need to fight in air while i can bomb u when you refuel. Asf is support unit to the air to ground units.
Zanahoria_thai wrote:
Hello commanders;
I'm trying to get better and starting to check some information from veteran players in the forum. I've watched that you guys doesn't like armored vehicles at all. Seeing some quotes like "If you're producing MBT you're my next victim"
And that makes me curious about how do you replace the damage mitigation of armor vehicles and other things like the big HP boost of MBT for example, plus his high damage against all type of ground forces. Because I always use armored vehicles, not always MBT but I feel the need of having armored vehicles at least for that mitigation. I hope you understand the point, it's hard for a novice (me at least) to see the pros and cons of the game when you take it more seriously.
Thank you guys for all the replies. Have a good conquers. :))
KFGauss wrote:
As I say, describe how you build that many units that fast, or listen to me tell you your claim is either absurd or that you can be easily beaten by anyone who is equally or more active, and has a bigger credit card.enarius wrote:
As i say day 10 you cant match the 30 air units air to ground unless you have them ur self.
KFGauss wrote:
see the post at the link below
The post was edited 1 time, last by Zozo001 ().