Land forces stack to 10. Naval and Air units stack to 5. Anything above that gives you diminishing returns and decreases your groups speed. Best to make mixed stacks. Nobody is making a stack of 10 tanks or recon. 25000 components. My preferred groupings Land- 1 recon, 1 radar, 4 infantry, 2 SAMs, 2 MLRS Navy- 3 lv4 destroyers, 2 lv4 frigates or 5 destroyers. Cruisers are very expensive, as are Aircraft Carriers. lv4 Destroyers are the same component cost as lv1 Cruisers, same damage and have an extra 25 range. I don't upgrade air or navy to lv4 though until I've researched cruise missiles and have a few ready to use, as upgrading to lv4 increases production costs. I keep them at lv3 and pump out as many as I can b4 upgrading, as it'll only get more expensive afterwards. Carriers are usually a waste and I only get them if I have resources to burn to name a carrier, as a flex on other players. Air- 5 Strikers or 4 strikers/ 1 air superiority. I almost never go gunships due to their short range, but they are great early game against infantry. Strikers are a must have unit to succeed.
Tanks are overrated. They get so many terrain negatives to damage and speed, plus, as you mentioned, they have no air defense. Extremely high component cost too. I can get a Destroyer for the same amount and have way more mobility and also naval control. Tanks do have lots of health, but I prefer to fight from range with strikers, navy or artillery before sending in national guard to claim land and cities. All the noobs go straight for multiple lv2 army bases and unlock tanks early game, probably not realizing they can only realistically produce 1/day. The less battles you engage in needlessly, the better. I usually max infantry(for mortars) and get lv1 recons in groups to mop up any defensive remnants, with national guard following behind them to garrison in cities/claim territory. Later I add SAMs, MLRS and radar to my main battle groups. 2 SAMs, 2 MLRS, 1 Radar, 1 Recon, 4 Infantry.
Hell nah bro. I sat through this thing to see who you put at 1 and you got anti air ahead of SAM and MRLs. Attack range obviously doesn't matter in this. You lost me
I based it on multiple things and ultimately a support unit is there to basically support your army/stacks. With mobile aa it can basically support all types of units in the game apart from Ships that’s why it got the number one spot 👍🏻
Thanks for your question, yes u would have to get some sort of infantry unit. If your going strong on navy national guards might be the choice for infantry as they are cheap to produce.
that philipines guy is really putting a big target on himself, if you do wanna help him you should get more troops tho... I see you're getting better with the editing, keep up the good job!
yeah man you should start watching turkey more closely, he has some of the most powerful allies. i wasn't expecting you to get ireland this fast, it was really quite a surprise!, [ I'm waiting on that japan campaign video, keep going! (edit)]
We have changed mostly from being on the offensive to being on the defensive. The game's mechanics are geared around being on offense. I got my first chopper attack on his big stack. He had 419hp, now up to 420 so he spent gold to heal up his units. He also bought an airbase and combat post level 2 in the province that his unit is in. So he will be safe there, with a very strong outpost next to my homeland cities. It was interesting that a fairly weak chopper force caused him to retreat. It also supports the idea that he plays using notifications - he got the notification (by mobile I think) of something happening, he checked on line and made his reaction. When this kind of thing happens at different times over a period of time, it increases the odds of him being a notification player and less that he happened to be online at the time. The game is quite interesting to me, and I have already learned a lot from it. Australian and Canadian gold will eventually overwhelm us most likely though. The missile attacks continue (can't build enough TDS units to counter them all). It may be a while before the game ends though.
This game is a HUGE statement: ALWAYS HAVE A LARGE AIR FORCE. Chasing down melee units with our own melee units is ineffective, almost useless, a waste of time, and even stressful. Not entertaining at all. This is the last game I'll make THIS mistake.
Travel time is slow from Saudi to the new front. I am not that comfortable fighting in areas dominated by coastal cities and provinces with no naval units. Wonder if we end up in a stalemate. We'll see! Need more supplies for artillery units and also for missile and air defense as Canada has cruise missiles.
I'll have to try mercs first and get some idea of how strong they are or are not! On the other hand, NGs might be needed to capture territory while mercs do not have that ability.
The Swedish bot was aggressive for me as well, even to the point of sending 2 stacks against a city I had previously taken. This has been an interesting experiment, but air units are becoming more important than ever.
This game has emphasized that for the most part, artillery units are for the very very active players. They are super powerful for people that can log in once an hour (once every 15 minutes for 4x, though at 4x battles don't last multiple hours too often).
In other games bots have done the following: They actively use their starting ASF a LOT more effectively. They also knowledge that a person would not have by attacking air units that are patrolling in areas under my control. Infantry units go after cities now and then. Artillery units are a lot more dangerous to use against bots since bot infantry units now chase attacking artillery units, meaning it is necessary to attack, retreat 50 minutes and attack, retreat 50 minutes and attack, finally destroy the unit. Artillery units have really low melee defense now, so just allowing the infantry units to engage in melee against the artillery unit will result in some damage to the artillery units.
The Russian infantry units running around northern Russia is about the best statement that ALWAYS HAVE AIR UNITS. If we were building air I'd just take them out as I see them. Instead I'll be playing whack a mole probably for the whole game. Oh well. Bots are improved in a lot of ways - this is just one example of bots being more aggressive and more effective at providing opposition.
My artillery units (MRLs) are starting to be useful. I have I think 6 of them. My army is almost as big as EnglandSoul's despite having substantially fewer cities, which happens often. I am half way through Ukraine and will continue moving south and west. I have not heard anything with Baltic States - I am ok with leaving him be. I plan to send him a message and see how it goes.
I was planning on giving Mongolia a path west through Yekaterinburg except ... Russia sent a bunch of units south to invade my nation, and weakened the city. Plus I had to march up there to take out the units that Russia scattered about. Big stacks CRUSH 1 or 2 unit forces. So I'll be focusing on mobile AA and MRLs. I'll also level up motorized infantry, and possibly even recon vehicles since I have quite a few of them.
So I'll have slow growth for another day or two, his lead will increase, but then when I get to Belarus / Ukraine I'll probably have infantry shortages as I try to garrison all my new cities in Central Europe. Basically we are testing out MRL plus anti-air combinations to see how good they are or are not. He added in tank destroyers for early fast expansion, and his plan is better.
This game shows that MRLs are too expensive to focus on early on. I have 3 MRLs already, researching level 3, and he has not even started a level 4 army base. Then again, his lead on me in cities is substantial. And I'm stuck going through Russia (LONG travlel times) until I get to Moscow and Belarus / Ukraine after that.
One more comment: one benefit of going more arms industries (and annexing cities a bit later on), is that often times in games, my number of cities is lower than others by 25 or even 30... and my army has as many or even more units than them. This happens frequently. This game (and others) is causing me to think hard about how aggressive to be to start the game. I KNOW which units to make - mobile AA to absorb damage (and oh yeah for AA defense), motorized infantry, and after this game either anti-inf choppers or strike fighters. The question is: what day do I want my units to be in a stack of 10 and start invading another nation? Not sure of that answer yet. I choose later times, England chooses earlier times. Reason why England's strategy works so well tactically? So many players either never build, or build a bunch of units and then send them to attack someone else so that England can waltz right in, both to the attacking nation as well as the attacked nation.