Up until now, since I have yet to come across a highly skilled player, in matches I just spam MBT and Basic Infantry with a bit of ASF support. I’d like to start utilizing the shoot-and-scoot artillery strategy I’ve seen mentioned in other threads, anyone have suggestions of what a stack should look like?
Question about Artillery stacks
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6 MRL + 4 SAMI am The Baseline for opinions
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Is it actually that simple?
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Yes.I am The Baseline for opinions
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Having a nice upgraded radar nearby helps a lotI 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.
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Teburu wrote:
6 MRL + 4 SAM
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I use National Guard instead of infantry.
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I'll disagree a bit with Teburu.
It's not "that simple".
The number of SAM you put dictates your level of plate armor and thus your relative safety. You trade firepower with armor, to your heart's desire.
Confident players will put 3 SAM in stacks, to the risk of being very quickly killed by missile if they take even one hit without retreating.
4 is often seen as a sweet spot because it allows to lose one precious SAM while retreating. It's a humble design that takes into account "i'm good but i can fuck up".
Some do 5, they are highly cautious, or anticipate to be forced to endure casualties on the assault.
3 SAM tends to be seen as the utmost minimum in late game because it's 5.5 * 3, allowing to stop every single one Cruise missile. Problem : If they get hit once, Cruise missile go through.
Also, please note something :
MRL is needed only if the other guy does MRL. A bit counterintuitive, i know, but the reason why MRL is used in such stacks is the range (100). If nobody in front of you does any artillery (or any MRL), then please note that the Mobile Artillery is perfectly able, with a hugely superior efficiency, to fill that role.
In which case, 7 MA + 3 SAM would maybe be seen as enough more than with MRL (losing a MA is like losing an expensive infantry, no big deal).
Ultimately, even when people do MRL, they need to reach their potential at day 18 (T2, 100 range + Airlift) to be relevant. Before T2, the MRL isn't very good, nor very efficient. It's pretty common that we may begin with Mobile Artilleries In early, and transition in mid to field the MRL.
Remaining Mobile Artilleries can serve as retired coastal artillery, or better, be used as a "parallel army" to mop up AI while the important MRL focus on active players.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. -
Opulon wrote:
I'll disagree a bit with Teburu.
It's not "that simple".
The number of SAM you put dictates your level of plate armor and thus your relative safety. You trade firepower with armor, to your heart's desire.
Confident players will put 3 SAM in stacks, to the risk of being very quickly killed by missile if they take even one hit without retreating.
4 is often seen as a sweet spot because it allows to lose one precious SAM while retreating. It's a humble design that takes into account "i'm good but i can fuck up".
Some do 5, they are highly cautious, or anticipate to be forced to endure casualties on the assault.
3 SAM tends to be seen as the utmost minimum in late game because it's 5.5 * 3, allowing to stop every single one Cruise missile. Problem : If they get hit once, Cruise missile go through.
Also, please note something :
MRL is needed only if the other guy does MRL. A bit counterintuitive, i know, but the reason why MRL is used in such stacks is the range (100). If nobody in front of you does any artillery (or any MRL), then please note that the Mobile Artillery is perfectly able, with a hugely superior efficiency, to fill that role.
In which case, 7 MA + 3 SAM would maybe be seen as enough more than with MRL (losing a MA is like losing an expensive infantry, no big deal).
Ultimately, even when people do MRL, they need to reach their potential at day 18 (T2, 100 range + Airlift) to be relevant. Before T2, the MRL isn't very good, nor very efficient. It's pretty common that we may begin with Mobile Artilleries In early, and transition in mid to field the MRL.
Remaining Mobile Artilleries can serve as retired coastal artillery, or better, be used as a "parallel army" to mop up AI while the important MRL focus on active players.
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Opulon wrote:
I'll disagree a bit with Teburu.
It's not "that simple".
The number of SAM you put dictates your level of plate armor and thus your relative safety. You trade firepower with armor, to your heart's desire.
Confident players will put 3 SAM in stacks, to the risk of being very quickly killed by missile if they take even one hit without retreating.
4 is often seen as a sweet spot because it allows to lose one precious SAM while retreating. It's a humble design that takes into account "i'm good but i can fuck up".
Some do 5, they are highly cautious, or anticipate to be forced to endure casualties on the assault.
3 SAM tends to be seen as the utmost minimum in late game because it's 5.5 * 3, allowing to stop every single one Cruise missile. Problem : If they get hit once, Cruise missile go through.
Also, please note something :
MRL is needed only if the other guy does MRL. A bit counterintuitive, i know, but the reason why MRL is used in such stacks is the range (100). If nobody in front of you does any artillery (or any MRL), then please note that the Mobile Artillery is perfectly able, with a hugely superior efficiency, to fill that role.
In which case, 7 MA + 3 SAM would maybe be seen as enough more than with MRL (losing a MA is like losing an expensive infantry, no big deal).
Ultimately, even when people do MRL, they need to reach their potential at day 18 (T2, 100 range + Airlift) to be relevant. Before T2, the MRL isn't very good, nor very efficient. It's pretty common that we may begin with Mobile Artilleries In early, and transition in mid to field the MRL.
Remaining Mobile Artilleries can serve as retired coastal artillery, or better, be used as a "parallel army" to mop up AI while the important MRL focus on active players.
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ButterCowboy wrote:
Opulon wrote:
I'll disagree a bit with Teburu.
It's not "that simple".
The number of SAM you put dictates your level of plate armor and thus your relative safety. You trade firepower with armor, to your heart's desire.
Confident players will put 3 SAM in stacks, to the risk of being very quickly killed by missile if they take even one hit without retreating.
4 is often seen as a sweet spot because it allows to lose one precious SAM while retreating. It's a humble design that takes into account "i'm good but i can fuck up".
Some do 5, they are highly cautious, or anticipate to be forced to endure casualties on the assault.
3 SAM tends to be seen as the utmost minimum in late game because it's 5.5 * 3, allowing to stop every single one Cruise missile. Problem : If they get hit once, Cruise missile go through.
Also, please note something :
MRL is needed only if the other guy does MRL. A bit counterintuitive, i know, but the reason why MRL is used in such stacks is the range (100). If nobody in front of you does any artillery (or any MRL), then please note that the Mobile Artillery is perfectly able, with a hugely superior efficiency, to fill that role.
In which case, 7 MA + 3 SAM would maybe be seen as enough more than with MRL (losing a MA is like losing an expensive infantry, no big deal).
Ultimately, even when people do MRL, they need to reach their potential at day 18 (T2, 100 range + Airlift) to be relevant. Before T2, the MRL isn't very good, nor very efficient. It's pretty common that we may begin with Mobile Artilleries In early, and transition in mid to field the MRL.
Remaining Mobile Artilleries can serve as retired coastal artillery, or better, be used as a "parallel army" to mop up AI while the important MRL focus on active players.
I would, rather, argue that this strategy is the most optimal for K/D as, in general, your opponent is either inactive or a mindless armor spammer, which will be easily killed by your artillery stack. Its benefit over air is that it isn't destroyed by anti-air (and also doesn't take any damage back usually), which even some idiots make... And thus, better for your K/D. Of course, air has the benefit of doing higher damage. It's a trade off."All it takes is one bad day to reduce the sanest man alive to lunacy. That's how far the world is from where I am. Just one bad day." - The Joker -
rwt wrote:
I would, rather, argue that this strategy is the most optimal for K/D as, in general, your opponent is either inactive or a mindless armor spammer, which will be easily killed by your artillery stack. Its benefit over air is that it isn't destroyed by anti-air (and also doesn't take any damage back usually), which even some idiots make... And thus, better for your K/D. Of course, air has the benefit of doing higher damage. It's a trade off.
Artillery has the advantages (and disadvantages) that have already been described above.The post was edited 1 time, last by KFGauss ().
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mobile arty is better than mrl
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Opulon wrote:
I'll disagree a bit with Teburu.
It's not "that simple".
The number of SAM you put dictates your level of plate armor and thus your relative safety. You trade firepower with armor, to your heart's desire.
Confident players will put 3 SAM in stacks, to the risk of being very quickly killed by missile if they take even one hit without retreating.
4 is often seen as a sweet spot because it allows to lose one precious SAM while retreating. It's a humble design that takes into account "i'm good but i can fuck up".
Some do 5, they are highly cautious, or anticipate to be forced to endure casualties on the assault.
3 SAM tends to be seen as the utmost minimum in late game because it's 5.5 * 3, allowing to stop every single one Cruise missile. Problem : If they get hit once, Cruise missile go through.
Also, please note something :
MRL is needed only if the other guy does MRL. A bit counterintuitive, i know, but the reason why MRL is used in such stacks is the range (100). If nobody in front of you does any artillery (or any MRL), then please note that the Mobile Artillery is perfectly able, with a hugely superior efficiency, to fill that role.
In which case, 7 MA + 3 SAM would maybe be seen as enough more than with MRL (losing a MA is like losing an expensive infantry, no big deal).
Ultimately, even when people do MRL, they need to reach their potential at day 18 (T2, 100 range + Airlift) to be relevant. Before T2, the MRL isn't very good, nor very efficient. It's pretty common that we may begin with Mobile Artilleries In early, and transition in mid to field the MRL.
Remaining Mobile Artilleries can serve as retired coastal artillery, or better, be used as a "parallel army" to mop up AI while the important MRL focus on active players.
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I play different with different stacks of units depending on how others play. There is no one size fits all way to play this. You have to read the news to see what's going on with opponents and how to counter them.
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I guess one tradeoff from artillery is just damage to cities pop, inf and morale... I always use to mop up with artillery but I'm looking for other alternatives.
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Hakville wrote:
I guess one tradeoff from artillery is just damage to cities pop, inf and morale... I always use to mop up with artillery but I'm looking for other alternatives.
Regular, Mobile or MRL? -
Mother Hen wrote:
Hakville wrote:
I guess one tradeoff from artillery is just damage to cities pop, inf and morale... I always use to mop up with artillery but I'm looking for other alternatives.
Technically all three (plus naval)
but in practice I've mostly used TA (plus naval). -
Hakville wrote:
Mother Hen wrote:
Hakville wrote:
I guess one tradeoff from artillery is just damage to cities pop, inf and morale... I always use to mop up with artillery but I'm looking for other alternatives.
but in practice I've mostly used TA (plus naval).
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