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Post by valdemar on May 23, 2020 7:39:40 GMT
Found a 2 month old thread on strategy, which focused on composition and movement. However I would like a discussion of all the small things you do to win.
Example I find it pretty hard to do speed runs even with end level Generals, Tech and I'm p2w... So I'm guessing I can still learn a lot.
However for more difficult Conquests (at 1914 Challenges) I've found a range of strategies / tactics that can change things.
1. Scorched Earth. If at risk of losing city destroy facilities. That way AI uses resources to rebuild. Also great if doing long marches. 2. Forts. While advancing I destroy buildings to make room for forts. Also reduces AI deploying Cav / Art if recapture. 3. Declare war early. Often used in 1917. Example as Mexico declare on US round 1. All US generals are now deployed or moving towards me. At turn 3 Canada engage non Generals on the East coast.
Anyone with tweaks to ease the game please share.
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Post by Nobunaga Oda on May 23, 2020 13:07:19 GMT
I agree with the Scorched Earth policy. The first time I tried it was my 1st endsieg which I did for the forum's competition.
Like Vecingetorix's intro for Gaul Uprising, "Burn down the towns and cities that we cannot hold! We should never allow the enemy to get supplies there." Destroy all facilities and buildings for a base at risk of capture.
The building forts idea of reducing enemy spam is good, but it's not very feasible very early on until you have a strong and stable economy. You'll need lots of metal which is also used to build Universities and some troops at the same time.
At the same time, you can explore fort deployment to consider its tactical and strategic offensive and defensive capabilities. Build 2-hex range forts in range of enemy cities to prepare for an attack or plant one right next to your threatened base to boost your defensive capability. In WC4, I explained the use of forts as replacement arty.
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Post by Harry Lillis "Bing" Crosby Jr on May 23, 2020 13:22:50 GMT
I agree with the Scorched Earth policy. The first time I tried it was my 1st endsieg which I did for the forum's competition. Like Vecingetorix's intro for Gaul Uprising, "Burn down the towns and cities that we cannot hold! We should never allow the enemy to get supplies there." Destroy all facilities and buildings for a base at risk of capture. The building forts idea of reducing enemy spam is good, but it's not very feasible very early on until you have a strong and stable economy. You'll need lots of metal which is also used to build Universities and some troops at the same time. At the same time, you can explore fort deployment to consider its tactical and strategic offensive and defensive capabilities. Build 2-hex range forts in range of enemy cities to prepare for an attack or plant one right next to your threatened base to boost your defensive capability. In WC4, I explained the use of forts as replacement arty. Forts are usually very useful in both games, owing to their high health, and decent damage. Even bunkers in wc4 could fare well against artillery + infantry units.
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Your power says that
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Post by Your power says that on May 23, 2020 15:08:51 GMT
I agree with the Scorched Earth policy. The first time I tried it was my 1st endsieg which I did for the forum's competition. Like Vecingetorix's intro for Gaul Uprising, "Burn down the towns and cities that we cannot hold! We should never allow the enemy to get supplies there." Destroy all facilities and buildings for a base at risk of capture. The building forts idea of reducing enemy spam is good, but it's not very feasible very early on until you have a strong and stable economy. You'll need lots of metal which is also used to build Universities and some troops at the same time. At the same time, you can explore fort deployment to consider its tactical and strategic offensive and defensive capabilities. Build 2-hex range forts in range of enemy cities to prepare for an attack or plant one right next to your threatened base to boost your defensive capability. In WC4, I explained the use of forts as replacement arty. the required economy for forts is varied: some with much materiel and low industry, and vice versa.
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Post by SolidLight on May 23, 2020 20:44:03 GMT
Scorched Earth:
I'm not sure if the AI follows the usual rules when it comes to economy since they can spawn generals when they totally shouldn't be able to afford them. Scorched Earth sounds like a cool idea, but I've never used it, and that's because I usually don't want to lose my city. The only times when I intentionally let the enemy take my city is when building a militia to defend means that I can't field something like a general on an armored car, or if I have to build a militia every single turn to defend and I don't need to stop the enemys advance. I think this tactic is more useful for cities that you absolutely can't hold. I don't think it'll hurt the enemy economically, but it does mean that they'll be forced to spam less dangerous units.
Forts:
I'm not sure I can really recommend building forts. It costs a lot of industry which is actually a pretty tight resource. Your industry income is usually bad at the start and you need lots of it to get universities and good units. It's possibly worth doing late game, but late game in conquest is either an inevitable win or an inevitable loss, so I don't think it's really worth discussing late game strategies.
Early Declarations:
Now this is something I almost always do. Taking out any enemy nations, even the tiny ones, make things waaaay easier. It's also sometimes worth bribing allies early if doing so will let you kill an enemy nation fast.
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Post by bertholdt838 on May 23, 2020 23:37:44 GMT
Found a 2 month old thread on strategy, which focused on composition and movement. However I would like a discussion of all the small things you do to win. Example I find it pretty hard to do speed runs even with end level Generals, Tech and I'm p2w... So I'm guessing I can still learn a lot. However for more difficult Conquests (at 1914 Challenges) I've found a range of strategies / tactics that can change things. 1. Scorched Earth. If at risk of losing city destroy facilities. That way AI uses resources to rebuild. Also great if doing long marches. 2. Forts. While advancing I destroy buildings to make room for forts. Also reduces AI deploying Cav / Art if recapture. 3. Declare war early. Often used in 1917. Example as Mexico declare on US round 1. All US generals are now deployed or moving towards me. At turn 3 Canada engage non Generals on the East coast. Anyone with tweaks to ease the game please share. Dont forget "Haig strategy" where you spam lots of militia and basically sending them to death
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Post by valdemar on May 24, 2020 0:59:10 GMT
Scorched Earth: I'm not sure if the AI follows the usual rules when it comes to economy since they can spawn generals when they totally shouldn't be able to afford them. Scorched Earth sounds like a cool idea, but I've never used it, and that's because I usually don't want to lose my city. The only times when I intentionally let the enemy take my city is when building a militia to defend means that I can't field something like a general on an armored car, or if I have to build a militia every single turn to defend and I don't need to stop the enemys advance. I think this tactic is more useful for cities that you absolutely can't hold. I don't think it'll hurt the enemy economically, but it does mean that they'll be forced to spam less dangerous units. Forts: I'm not sure I can really recommend building forts. It costs a lot of industry which is actually a pretty tight resource. Your industry income is usually bad at the start and you need lots of it to get universities and good units. It's possibly worth doing late game, but late game in conquest is either an inevitable win or an inevitable loss, so I don't think it's really worth discussing late game strategies. Early Declarations: Now this is something I almost always do. Taking out any enemy nations, even the tiny ones, make things waaaay easier. It's also sometimes worth bribing allies early if doing so will let you kill an enemy nation fast. Do you also declare/instant kill on Neutrals to get better economy / position. Like the Dutch in 1861?
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Post by Gone on May 24, 2020 2:00:32 GMT
Scorched Earth: I'm not sure if the AI follows the usual rules when it comes to economy since they can spawn generals when they totally shouldn't be able to afford them. Scorched Earth sounds like a cool idea, but I've never used it, and that's because I usually don't want to lose my city. The only times when I intentionally let the enemy take my city is when building a militia to defend means that I can't field something like a general on an armored car, or if I have to build a militia every single turn to defend and I don't need to stop the enemys advance. I think this tactic is more useful for cities that you absolutely can't hold. I don't think it'll hurt the enemy economically, but it does mean that they'll be forced to spam less dangerous units. Forts: I'm not sure I can really recommend building forts. It costs a lot of industry which is actually a pretty tight resource. Your industry income is usually bad at the start and you need lots of it to get universities and good units. It's possibly worth doing late game, but late game in conquest is either an inevitable win or an inevitable loss, so I don't think it's really worth discussing late game strategies. Early Declarations: Now this is something I almost always do. Taking out any enemy nations, even the tiny ones, make things waaaay easier. It's also sometimes worth bribing allies early if doing so will let you kill an enemy nation fast. Do you also declare/instant kill on Neutrals to get better economy / position. Like the Dutch in 1861? That’s a worthwhile strategy as long as the neutral countries don’t get annoying.
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Post by Harry Lillis "Bing" Crosby Jr on May 24, 2020 3:12:42 GMT
Its fairly common in wc4 as well, with Brazil being an example.
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Post by Darth Vader on May 24, 2020 3:14:49 GMT
Its fairly common in wc4 as well, with Brazil being an example. I love the Axis and allies mod, then I can be the Dutch and still be alive and making a new Indies in the Americas!
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Post by Harry Lillis "Bing" Crosby Jr on May 24, 2020 3:15:43 GMT
Its fairly common in wc4 as well, with Brazil being an example. I love the Axis and allies mod, then I can be the Dutch and still be alive and making a new Indies in the Americas! Playing as neutrals is fun and fresh haha
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Post by Darth Vader on May 24, 2020 3:17:41 GMT
Playing as neutrals is fun and fresh haha Also the AI can't attack you but can attack them is the best. It's like fighting a soldier with a pistol while the soldier has bullet proof amor and has a bazooka in his hand. Or basically send a rebal army against me in close quarters like rouge one.
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Post by kanue on May 24, 2020 16:17:12 GMT
This is not exactly a 'strategy' but I think it is a very important thing for conquest. You need to see the 'flow' or 'dynamic' of the entire map. Where you ally/enemy is weak/strong. This is crucial for planning your logistic and resources (including troops and generals), and also for the 'where' to defend and attack. This surely sounds abstract but still I think it is important.
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Post by SolidLight on May 24, 2020 16:30:34 GMT
This is not exactly a 'strategy' but I think it is a very important thing for conquest. You need to see the 'flow' or 'dynamic' of the entire map. Where you ally/enemy is weak/strong. This is crucial for planning your logistic and resources (including troops and generals), and also for the 'where' to defend and attack. This surely sounds abstract but still I think it is important. This is it. This is probably the most important thing to understand in conquests.
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Post by Navia Lanoira on May 24, 2020 16:31:17 GMT
This is not exactly a 'strategy' but I think it is a very important thing for conquest. You need to see the 'flow' or 'dynamic' of the entire map. Where you ally/enemy is weak/strong. This is crucial for planning your logistic and resources (including troops and generals), and also for the 'where' to defend and attack. This surely sounds abstract but still I think it is important. Well youre right. Sometimes to make a good play, you need to look at the world, to also make a breakthroughs, see their weak part etc., also learning how ai do things, what they detect etc
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