Sooner’s guide to invasions
Oct 19, 2017 18:46:58 GMT
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Saltin, best75, and 8 more like this
Post by soonerjbd on Oct 19, 2017 18:46:58 GMT
Putting together what I’ve found from taking on invasions. First, a few general tips.
- Most land invasions seem to take place on ground with a variety of terrain. They will generally have a mixture of mountains, plains and EITHER forests or desert. Use this to your advantage. Generals with terrain bonuses can really capitalize.
- Many land invasions take place on maps with natural choke points, sometimes large mountains but often with lakes. These can be exploited. Put your general and strongest units in the choke points. If one runs low on health, swap it out with a reserve unit. Enemies will usually embark on the water to get around the choke point. Pounce. They get huge attack penalties when embarked, so you can really take advantage.
- Similarly, you can use land masses to your advantage on sea invasions. Keep cruisers in the back and stacked subs blocking the choke points.
- You can only use one general for an invasion, so try to focus on improving one general for each type of invasion. Also keep collection medals in mind. Medals that boost terrain abilities can particularly make a difference.
- The number of medals offered as a reward for the invasion corresponds to its difficulty. The hardest invasions offer 12 medals. These can be very difficult and often cannot be completed without losing some units. So keep in mind the resource cost of replacing units.
- Pay particular attention to invasions that might allow you to use super units. Super units are a huge advantage, and it will be much easier if you can use them.
Now, on to specific tips for the various invasion types.
Infantry Invasions
These are usually the easiest invasion types. The key here is to focus on using quadruple stacked units and avoid building units in stacks of two or one at all costs. Use your strongest infantry type. You are far better off having three quadruple stacked units in an invasion where you can use 12 units than you are splitting those units up into smaller stacks. Most infantry invasions feature choke points. Your tough units can absorb more damage and nullify the enemies’ efforts to concentrate fire on your weakest units, which results in you having to rebuild more lost units. Invasions where you can use commandos will be particularly easy. Use their bonus skills to rout the enemy quickly.
Tank Invasions
These are the second easiest after infantry. Again, fewer stacked tanks are better than a larger spread of units. Don’t worry too much about being outnumbered. Stacked tanks have lots of HP. The range advantage offered by super tanks and heavy tanks should be exploited whenever possible. Your tank general will have to put out most of the damage. Use other tanks to concentrate fire on weakest units first. Use your general for kill shots to maximize the number of attacks he can make through Assault. If you don’t have a range advantage to exploit with heavy or super tanks, use positioning to flank opponents when you can.
Artillery Invasions
These may be the hardest type of invasion to complete without losing units. It is too easy for the CPU to concentrate fire on artillery, which have low HP even when stacked. Try to put your general out front to absorb enemy attacks. Avoid at all costs positioning units where they might take splash damage from rocket artillery. Use your own rocket artillery to maximize splash damage. Concentrated fire is key. Take out weak units first to reduce the enemy’s number of guns. A really good artillery general like Konev will make these a lot easier.
Naval Invasions
These are the toughest invasions you face because naval units have so many hit points. As a general rule, avoid building destroyers. They have low HP and always take retaliation damage. A triple stacked sub will stay alive longer because it only takes damage on the enemy’s turn. Cruisers can exploit range advantages to avoid retaliation. Stacked subs and cruisers should be your default choice regardless of the enemy’s lineup. The exception is your general. You really need a good naval general for the harder naval invasions. I highly suggest Dönitz. Your naval general needs Rumor. Max it out ASAP. Your general should go in whatever unit counters the enemy general, so you can put him in a destroyer if the opposing general is in a sub. You may also want to put your general in a destroyer if the enemy general is in a cruiser but there are several triple stacked subs with him. Use your own stacked subs and put your general in a destroyer to take out enemy subs and then the enemy general. Your general should be able to absorb cruiser hits from the enemy general, Then lock him down with Rumor while subs take him out. Carriers should be avoided unless the invasion has a small number of units, usually 10. These will often involve double stacked subs and destroyers, so a carrier can hang back and bomb those units, which don’t have anti-air, while stacked subs and cruisers go out front. Triple stacked subs and cruisers will make short work of your carriers, though, so don’t bother if you see a bunch of those. Occasionally you will see weird enemy unit combos like one with all submarines. These can be exceptions where you could go with a mixture of destroyers and carriers, which you would normally not deploy. Concentrated fire is even more important than in other invasion types. Try to pick out one unit, usually the weakest remaining one, and have all your ships fire on it at once until it is dead. Try to take advantage of Dönitz and his Wolfpack ability by keeping all your units next to him to boost their damage. One of the biggest challenges can be getting enough damage output to destroy generals in stacked cruisers. This is why it often helps to have your general in the counter unit for the enemy general.
Feel free to chime in with other tips I might have missed. I may also add more to this in the future.
- Most land invasions seem to take place on ground with a variety of terrain. They will generally have a mixture of mountains, plains and EITHER forests or desert. Use this to your advantage. Generals with terrain bonuses can really capitalize.
- Many land invasions take place on maps with natural choke points, sometimes large mountains but often with lakes. These can be exploited. Put your general and strongest units in the choke points. If one runs low on health, swap it out with a reserve unit. Enemies will usually embark on the water to get around the choke point. Pounce. They get huge attack penalties when embarked, so you can really take advantage.
- Similarly, you can use land masses to your advantage on sea invasions. Keep cruisers in the back and stacked subs blocking the choke points.
- You can only use one general for an invasion, so try to focus on improving one general for each type of invasion. Also keep collection medals in mind. Medals that boost terrain abilities can particularly make a difference.
- The number of medals offered as a reward for the invasion corresponds to its difficulty. The hardest invasions offer 12 medals. These can be very difficult and often cannot be completed without losing some units. So keep in mind the resource cost of replacing units.
- Pay particular attention to invasions that might allow you to use super units. Super units are a huge advantage, and it will be much easier if you can use them.
Now, on to specific tips for the various invasion types.
Infantry Invasions
These are usually the easiest invasion types. The key here is to focus on using quadruple stacked units and avoid building units in stacks of two or one at all costs. Use your strongest infantry type. You are far better off having three quadruple stacked units in an invasion where you can use 12 units than you are splitting those units up into smaller stacks. Most infantry invasions feature choke points. Your tough units can absorb more damage and nullify the enemies’ efforts to concentrate fire on your weakest units, which results in you having to rebuild more lost units. Invasions where you can use commandos will be particularly easy. Use their bonus skills to rout the enemy quickly.
Tank Invasions
These are the second easiest after infantry. Again, fewer stacked tanks are better than a larger spread of units. Don’t worry too much about being outnumbered. Stacked tanks have lots of HP. The range advantage offered by super tanks and heavy tanks should be exploited whenever possible. Your tank general will have to put out most of the damage. Use other tanks to concentrate fire on weakest units first. Use your general for kill shots to maximize the number of attacks he can make through Assault. If you don’t have a range advantage to exploit with heavy or super tanks, use positioning to flank opponents when you can.
Artillery Invasions
These may be the hardest type of invasion to complete without losing units. It is too easy for the CPU to concentrate fire on artillery, which have low HP even when stacked. Try to put your general out front to absorb enemy attacks. Avoid at all costs positioning units where they might take splash damage from rocket artillery. Use your own rocket artillery to maximize splash damage. Concentrated fire is key. Take out weak units first to reduce the enemy’s number of guns. A really good artillery general like Konev will make these a lot easier.
Naval Invasions
These are the toughest invasions you face because naval units have so many hit points. As a general rule, avoid building destroyers. They have low HP and always take retaliation damage. A triple stacked sub will stay alive longer because it only takes damage on the enemy’s turn. Cruisers can exploit range advantages to avoid retaliation. Stacked subs and cruisers should be your default choice regardless of the enemy’s lineup. The exception is your general. You really need a good naval general for the harder naval invasions. I highly suggest Dönitz. Your naval general needs Rumor. Max it out ASAP. Your general should go in whatever unit counters the enemy general, so you can put him in a destroyer if the opposing general is in a sub. You may also want to put your general in a destroyer if the enemy general is in a cruiser but there are several triple stacked subs with him. Use your own stacked subs and put your general in a destroyer to take out enemy subs and then the enemy general. Your general should be able to absorb cruiser hits from the enemy general, Then lock him down with Rumor while subs take him out. Carriers should be avoided unless the invasion has a small number of units, usually 10. These will often involve double stacked subs and destroyers, so a carrier can hang back and bomb those units, which don’t have anti-air, while stacked subs and cruisers go out front. Triple stacked subs and cruisers will make short work of your carriers, though, so don’t bother if you see a bunch of those. Occasionally you will see weird enemy unit combos like one with all submarines. These can be exceptions where you could go with a mixture of destroyers and carriers, which you would normally not deploy. Concentrated fire is even more important than in other invasion types. Try to pick out one unit, usually the weakest remaining one, and have all your ships fire on it at once until it is dead. Try to take advantage of Dönitz and his Wolfpack ability by keeping all your units next to him to boost their damage. One of the biggest challenges can be getting enough damage output to destroy generals in stacked cruisers. This is why it often helps to have your general in the counter unit for the enemy general.
Feel free to chime in with other tips I might have missed. I may also add more to this in the future.