Opening Strategies

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    • Opening Strategies

      Hi guys, I'm a Call of War veteran and I've been playing with Conflict of Nations for a few months now, but I haven't quite gotten a hang of CoN, yet. I was wondering, what opening strategies do you use?

      Mine so far:
      1. Army base everywhere
      2. Arms dealer everywhere
      3. Rally troops and attack the neighbour
      3. Build a round of infantry
      4. Keep upgrading arms dealer wherever possible, prioritizing supplies and components.

      General strategy
      - Expand quickly and build arms dealers to improve economy
      - As of late, I've been building recruitment centre in newly captured cities to improve morale more quickly
      - Buy resources to keep up with buildings upgrade and research
      - Typically spend maximize spending for the above steps, leaving a few thousand in the bank

      From there, I'm a bit lost. I guess I'd do something different depending on which strategy I want to employ. Here are a few that I've tried:
      A. Go for recon, research armour (IFV / tanks)
      B. Go for a second round of infantry, research and build air units (strike / choppers), combine later with airborne
      C. Go for a second round of infantry, research navy if it's advantageous for my geography (island nations)
      All the meanwhile, keeping up with arms dealers and building more troops and upgrades.

      I think I do okay for early game, but I feel like I fall behind in mid-game. It feels very slow and my economy doesn't feel strong enough. Perhaps having too many troops too early is hurting it? Do you think my early game strategies make sense? Any suggestions for this newbie?

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

    • General_Mo,

      I would not call myself any sort of expert at the game, but I have experienced some success in matches without investing in economy early in the game. I try to get level 2 army posts, level 2 air bases, and level 3 navy bases as soon as I can.

      In the matches I have played, developing strike fighters, armored vehicles, and destroyers as fast as possible helps me survive the early part of a match. If you can get to day 20, you have usually captured enough territory and cities to start investing in the economy.

      Surviving involves taking positions and holding them. I usually try to get my neighbors to attack my defended positions. I also try to form non-aggression pacts with experienced players located in my area of the map. Early in the match, I find people are not willing to let you join their alliance if they don't know you. If you can survive and have developed higher level military units, people start asking you to join their alliance.

      I agree with you that building recruiting offices helps with holding on to captured cities that you choose to only occupy. I will often build army bases, recruiting offices, and bunkers in occupied cities to try to get to morale above 40 to prevent insurgents from forming.

      So, I would tell you not to invest in economy early; not to attack your neighbors; but set up defensive positions and lure them into attacking your defended positions; and get strike fighters, armor, and destroyers as soon as you can.

      Good Luck!

      Joe
    • Joe, thanks for the reply. So, do you not expand at all at the beginning? How do you "lure" your neighbors into attacking you?

      I totally agree that having allies is important. I just lost a game in which I was the top player, but a few strong ones formed together which left me very vulnerable.

      Btw, after a recent update, army bases don't give morale bonuses anymore. That used to be the first thing I built after capturing a city.
    • Wow...missed the change on army bases. Thanks for letting me know.

      I try to only hit computer controlled territories at the beginning of the match. I also look for players who are not upgrading buildings in their homeland cities. If they are not upgrading buildings, I am thinking they are not paying attention to the match.

      I look for strategic points and try to hold them. For instance, if there is a computer controlled territory and one of my neighbors is attacking it. I will move my troops in the way and hold good defensive ground. Most of the time the guy hitting the territory will attack my troops. Since it is early in the game, they will attack with infantry and I will wipe them out. I just keep holding the position and a lot of times they will just keep attacking.

      The other thing I like to do is keep artillery behind my position. I can inflict damage on the unit attacking my position without taking any damage to my artillery. Attacking with infantry is not a good idea. That is why I try to build armored vehicles. Once the guy loses his attacking stack, I roll my armor into the area.

      Good Luck,

      Joe
    • My opening strategy is build a strong economy first.
      Also build airports in all your cities, that way you can move troops around very quickly if you need to.
      Continue doing research the whole time.
      Ive seen some research theater defense at the very beginning, but I think this is really not a smart move. Starting out with a small economy, it will take people weeks maybe at least a month or more to build nuclear capabilities. Your research is best spent on something else rather than a missile defense system
    • scott steiner wrote:

      My opening strategy is build a strong economy first.
      Also build airports in all your cities, that way you can move troops around very quickly if you need to.
      Continue doing research the whole time.
      Ive seen some research theater defense at the very beginning, but I think this is really not a smart move. Starting out with a small economy, it will take people weeks maybe at least a month or more to build nuclear capabilities. Your research is best spent on something else rather than a missile defense system
      So in your strategy, do you expand at the very beginning? Or do you "turtle" for a few days? How much infantry do you build? I love using air bases; although, they give you resource bonus, they are very expensive. An air base in each city is equivalent to an additional troop in each city plus much more (3x) components. Arm dealers are much cheaper and seem to be better way to improve economy at the beginning. I've shied away from this for that reason in early game.

      I consider missiles to be mid-late game tools. I'm not even considering them in the opening strategies. When I do use missiles, I tend to research cruise missiles and I use them either with drones or strike fighters.
    • General_Mo

      first nothing invest in captured city especialy if before owned by human player(only if you have 200 % left there army factory especialy if you see march on city with not posible defend destroy and leave this city (and this taktik is on homeland cities with buildind level I evrytime becose captured city - destroy recruting centre evrytime and level I buildind go much more down especily if count that you strike back becose damage 2x time so better have resource and left enemy ashes - its same when captured city online players and donw want restack your stack just destroy take your army in one and wait if come revolution enemy must defeath them and lose unit or HP and you wait what happens more time when make destroy enemy city cancel play and left you citi free ..)

      just evrything what is there destroy - take resource just before grow morale its posible left there bunker(not build and if you not excepted after ambush destroy too ) but

      recruting centre .army base just take money and his morale boost is for nothing when you have just need reach 34 % morale - end of revolting - make unit whit left in captured citi best : motorized infatry big boost on defend city if have economy problem with number of unit try use militia but its weak

      second thing revolt its evry mignight - normal sever easy try log in ( especily on normal serve its unit stronger again rogue its posible defend by one unit sometime not ) so use for defend start unit and prepare your fleet to strike down revolt - on start its posible usit your fly Fighter ,good is infary helicopter or fighter from fleet and make one hospital(where you have aiport to heal your fleet ) if city with you captured is near water use healing in +2 HP and send in city with waiting comand just on mignight if not full

      last thing good for defend is army car -big damage infatry ,anti tank - big 50 % bonus in city and infantry oficier

      rule by take it city try make End of war with nation witch you atack so much quick is posible means take evrything from this nation especily island provience after defeat evrything its end of war and its have big impact to boost morale

      economy :

      army base take money - so build inaf how much you have need not evrywhere especily navy city and city with airport not need army base

      Army base II or III on start its inaf 1 max 2 especialy i make this in city with fuel or electronic .. why ?

      first boost on economy

      recruting centre make in city with need not need evryhere but on start its big problem with manpower so i most make it evrywhere

      make evrywhere army factory level I

      after choose city where make army build - navy port II may be airport level II army base level II

      and grow production

      if you have provience(just homeland with some resource) - not fuel make it on level I if there resource rare or composite or supiles especily may make it level up II and early level III but look on your building in town if you inaf resource ... to build :

      suplies still level up composite when left for leveling rare and suplies look on your neigbours if not active with economy its not time for boost economy boost your army (number) especialy ist goog taktik make

      reseach infatry make reseach oficier produce him and 20 infatry and rush and reseach its inmportant but more important its make numbered army and strong economy

      reseach wait just make what is need not what you want have ... on market if need just buy rare for make reseach in first three day and improve army factory after just buy suplies or component later electronic fuel just sell tiume to buy its for looong time in game

      and army factory in citi with fuel wait for future make only level I

      suplies grow composite grow rare and electronic just when missed him and grow when you have inaf army

      And it not important have stronger army but be prepared for sitution with you excepted

      The post was edited 3 times, last by Andilek7319 ().

    • My working early game strategy is to immediately research Nat'l Guard (if not provided for you) and either the main infantry type i will be using (usually whats available on the first day due to the doctrine of your country) or CRV/AA/Tank depending on my countries location (coast guard if your sea bound). Then i build army bases in most, if not all of my cities. Then recruiting offices. Not only do the offices boost morale and production, but they decrease mobilization time for units (and are obviously necessary for mobilizing Nat'l Guard). After about 40 minutes (or ten if playin a 4X game) you can mobilize Nat'l Guard in every city and about 9 hours later have one unit in every city as defense (because Nat'l Guard and marines have highest city defense for infantry). While i wait for these troops to mobilize, i might attack any NPC countries around me (the non playable countries) with my available troops to start boosting resources and take a little bit of land right off the bat. If you are surrounded by actually players then i just keep building defense and hope one attacks my cities and gets clobbered. Seems to be working well so far.
      The art of war is chess, not checkers. Don't rush all your pawns into the fray leaving your king undefended.
    • Some good stuff here. I believe it depends on the nation you select. My strategy for Australia would be different from a European or African nation as you have no immediate neighbors and your unit selection will also be different. No one is coming to attack you anytime soon. U.K., Japan and Cuba the same way except they may be subject to attack earlier. The draw back here is when you want to expand you have to travel to attack

      Norway, Sweden and Finland are tucked away up in the corner there. I think people forget about them. Here if you can grab the entire area your good shape.

      Europe and Africa depend if your in the middle or on the fringe. Plenty of resource around you to grow economy but you could have enemies surrounding you.

      I have never been Russia, China, U.S.A or Canada to me they seem to large to defend

      You want to stay balanced with building economy and forces. Then depending on who you are what proportions are your forces Land, air and sea and building a defense

      Last to join a coalition or wait. TOO many times I have joined only to be teamed with players who think they are playing FarmVille. Sometimes when your in the thick of it you need to join right away for survival.
    • NatG is great for defending cities, especially if you have them in one with bunkers. NatG and Marines have the highest defense mod in cities (50%).

      While NatG are technically weaker they are cheap and deploy MUCH faster (8 hours as opposed to motor infantry's 18) and have a higher defense mod in cities than motorized infantry. I only use them at the start of the game and deploy more when i need a quick meat shield.

      I generally research 2 other types (airborne and SpecOps is a good combo, as is Marines and Mechanized, or Marines and SpecOps) but i think motorized is just to middle of the line and, to me, it isnt worth investing in. You start with some motorized so they are good for defending early as well but they are expendable so after they are gone thats it.

      Generally i only use NatG to defend my homeland cities and any that have been annexed, and i send them out to clean up provinces in an area ive cleared.

      Upgraded they move faster through your territory so they can make a quick shield while you gather stronger forces.

      And being so cheap and able to deploy 2 units in the same time as one motorized, ill take NatG at the start of every game just because they turn out to much more useful to me than motorized.
      The art of war is chess, not checkers. Don't rush all your pawns into the fray leaving your king undefended.
    • @Gen
      Id say most important thing is little reality check right after starting the game - pretty much all the forces you have in the beginning is all the forces that will be crutial to survive day one.
      If you are surrounded by 3-4 human players and they all jump at you in other way than bunch of chimps with broken hands... you are screwed.
      If you are surrounded by brutal gold user... you are screwed.
      Everything else ... can be handled :)

      Second thing is little research of your neighbours - rank and what are they building and check again and again and again. As far as my experience go - privates are dangerous cause they are more ,,banzaaaai" players, specialists will stick to whatever strategy worked in past and are kinda wild card neighbours, sergeants will most likely try to wait... Ofc nothing is guaranteed. Ideal is one player who just came and went... or somebody checking once a day or somebody ,,Ill sit on my castle and you will selfdestruct on my walls".

      Third is guess... are you facing battle on 2 or 3 fronts ? If so, waiting never worked for me. Instead behaving like a snake did. Key is to turn it on series of one on one fights.
      Protect supplies, components, fuel, money and soldiers to keep fighting. Other resources are important, but most units you need to hold by skin of your teeth are basic units like recon vehicle and dont need rare materials.
      Attack one enemy and defend against other. Artillery isnt useless, its great to lure opponent in.
      Ideal is if one enemy can be talked into staying out of conflict, even establishing friendly relationship.
      First enemy will most likely try to fight you off his territory since basic psychology says ppl want to keep whats theirs, more time they fight in their homeland means less time in your homeland . Trade area for time. Build small airfield system to send units from cores to ,,fortresses".

      Forth - dont be greedy and dont go for ,,ill build everything everywhere at once". Id suggest building recruitment offices first and then go for army base - recruitment office takes 30 minutes to build and increases production speed by 10% so if you want to build lets say recon vehicle, thanks to building office before starting production, you will save cca 1,5 hours.

      Infantry and recon are most useful units to produce imho in first days, not ellegant, but ,,good enough".

      After establishing your perimeter id suggest building economy and deciding whether your main strength will be ground, air or navy. Dont skip on other two, if you have some cities near water dont leave navy, thinking ,,in worst case Ill just missile their buts to ground zero" rarely works with ships :)

      I got kinda carried away, but you might find something useful in my blabs :)

      Good luck in game.
    • did some testing and recruiting office in captured city only raises the level the city can get to moral, but not the speed to any measurable effect. i used to build on in every city as well. spent several games capturing cities at the same time and building in one, and not the other, and at most got a 1% faster bump in one but that can be attributed to other factors as well and even if so not worth the resources to do it. i abandoned the practice and now dont build in them. FYI
    • @DTBama if its a captured city I believe building a recruiting office is a waste. There is no added benefit besides a small morale boost. A hospital will give you a morale boost AND heal your troops that are in need of being rotated. And i wouldn't build one in every city, as you would obviously eat through your resources unnecessarily. Mostly i try to leave a hospital up in a city I'm capturing so that all i have to do is "repair" it, thus not even spending the full amount of resources required for a new one. If you're going to build something it needs a purpose, which the office doesn't. At least in an occupied city where you couldn't use it to mobilize NAtG.
      The art of war is chess, not checkers. Don't rush all your pawns into the fray leaving your king undefended.
    • I agree with you that building recruiting offices helps with holding on to captured cities that you choose to only occupy. I will often build army bases, recruiting offices, and bunkers in occupied cities to try to get to morale above 40 to prevent insurgents from forming. you have mobile gaming? Pubg mobie is my favorite game. the game was downloaded for free at mobidescargar
    • TimboInLimbo wrote:

      There is a lot of talk here about not rushing too quick unprepared. In my (limited) experience, you can combine all starting forces and rush a neighbor with a large stack and easily overwhelm him. I can usually take 3-5 cities and THEN slow down, take stock, focus on improvements and plan your game. But the early rush seems to work for me.
      that only works if the other guy is inactive and an idiot because the entrenchment bonus is gonna fuck you up
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