Hivesy
08-21-2012, 02:42 PM
Its really easy to slip in to the rut of playing events and just collecting from your buildings and upgrading your oil rigs. That's fun but is it really war? I'm trying things to make me feel like I'm actually playing a war game here. First off is a tactical backdown of my forces. What units do I want to attack rivals for me, who do I want to defend my base, how do i structure my army, let's play war!
OK there's are a few rules here:
1) this is not a guide as such, this is how I like to do things. This unit breakdown may not be mathematically the most efficient but at the point where I get my calculator out I feel like a farmer again. I'm trying to have fun here.
2) I have a max of 2 unit types per category, this way I spread my forces, but not too thinly
3) the reason for this is that in my experience the biggest factor outside of the casualty rate in what units you lose is how many you have of each type. If you have 2000 of one type you will lose many more then 4 lots of 500.
4) core units must be low or very low casualty rate, this allows meat shields to do their thing
5) don't forget that you need to add the attack or defence units to the core units which are used for both to get the actual force used
6) I play as Russia so this obviously makes a difference
7) GAG = good against ground, GAA = good against air etc
Early Game - example used with 100 allies
Attack. Core. Defence.
Fighter jet-medium cas-meat shieldx50 Engineer-high cas-GAG-meat shieldx50
Sniper - high cas-meat shieldx50 Medic - high cas-meat shields x50
Inflatable - low cas-base unitx50 Seahawk helicopter-low cas-GAS x 75 APC-low cas-base units x50
A10 warthog-medium cas-base unitx50 Avenger-low cas-GAA x 75 Transport-very low cas-base unit x50
Gold units-indestructible x 50
Note able absentees - any unit costing more than £60k, these will be in the mid game forces breakdown, GIGNs get 'em ASAP but not too many! M270MLRS again get 'em ASAP but not too many!
Edit - Sorry peeps this is a mess as the spacing didn't work, I'll try to fix t for the mid game more interesting version
OK there's are a few rules here:
1) this is not a guide as such, this is how I like to do things. This unit breakdown may not be mathematically the most efficient but at the point where I get my calculator out I feel like a farmer again. I'm trying to have fun here.
2) I have a max of 2 unit types per category, this way I spread my forces, but not too thinly
3) the reason for this is that in my experience the biggest factor outside of the casualty rate in what units you lose is how many you have of each type. If you have 2000 of one type you will lose many more then 4 lots of 500.
4) core units must be low or very low casualty rate, this allows meat shields to do their thing
5) don't forget that you need to add the attack or defence units to the core units which are used for both to get the actual force used
6) I play as Russia so this obviously makes a difference
7) GAG = good against ground, GAA = good against air etc
Early Game - example used with 100 allies
Attack. Core. Defence.
Fighter jet-medium cas-meat shieldx50 Engineer-high cas-GAG-meat shieldx50
Sniper - high cas-meat shieldx50 Medic - high cas-meat shields x50
Inflatable - low cas-base unitx50 Seahawk helicopter-low cas-GAS x 75 APC-low cas-base units x50
A10 warthog-medium cas-base unitx50 Avenger-low cas-GAA x 75 Transport-very low cas-base unit x50
Gold units-indestructible x 50
Note able absentees - any unit costing more than £60k, these will be in the mid game forces breakdown, GIGNs get 'em ASAP but not too many! M270MLRS again get 'em ASAP but not too many!
Edit - Sorry peeps this is a mess as the spacing didn't work, I'll try to fix t for the mid game more interesting version