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Post by stoic on Oct 17, 2017 4:35:21 GMT
But Red Fort should increase rewards by 50%... My toughest are 10 so I thought it will 15 after Fort is built... When you select the mission, it still shows the base level reward. But after you complete it, it gives you the bonus medals. So if it says it gives 8 when I start the mission, it actually awards me 12. If it says 12, I get 18. Are there any Invasions that you can not defeat?
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Post by soonerjbd on Oct 17, 2017 4:53:25 GMT
When you select the mission, it still shows the base level reward. But after you complete it, it gives you the bonus medals. So if it says it gives 8 when I start the mission, it actually awards me 12. If it says 12, I get 18. Are there any Invasions that you can not defeat? No. But I occasionally lose units on the 12 Medal invasions, especially the naval ones. One of the things I’ve learned is to put your naval general in the hard counter unit for the enemy general. If the enemy general is in a stacked cruiser, you have to put your naval general in a sub or you will never do enough damage to burn him down. Purple generals in stacked cruisers can have well over 1,500 HP. Similarly, put naval general in destroyer if enemy is in sub. Don’t build any other destroyers ever. They are too fragile and always take retaliation damage. But your general can take a beating if he is fully upgraded on HP, and you need the bonus damage he will get against a heavy sub lineup, particularly if enemy general is in one. Stacked cruisers and subs should always be your preference for naval invasions. Only use carriers if there is a low unit limit, meaning the enemy will be primarily in unstacked subs and destroyers. Dönitz is an absolute beast in these invasions. Give him Sailor and Rumor. Keep as many of your units as possible next to him so they can all get the plus-20 bonus damage from Wolfpack. It adds up, 80-100 damage per turn. You have to focus fire weakest units first and ignore enemy general until you have killed off everything else.
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Post by soonerjbd on Oct 17, 2017 5:05:29 GMT
FYI: Infantry invasions are the easiest at end game. The damage bonuses you get from Yamashita or Rundstedt or Mannerheim are devastating when you give them Infantry Leader and the Patriotic and Knight Medals. Mannerheim can also use the Legion Medal to boost his forest damage. Most of the infantry invasions are on forest maps for some reason. Enemy infantry have low HP, and a fully upgraded infantry general tears through them like wet tissue. Even the best enemy generals never seem to have the ability set to compete with that damage output. You can often two-shot the enemy general. I’ll often win infantry invasions in three turns.
Tank invasions are second easiest. The 12-medal ones can cost you a tank or two, especially if you are using a nation that doesn’t have super tanks.
Artillery invasions are second toughest after naval ones. It is easier for enemy to focus fire and kill your weakest artillery units because they have low HP and artillery does so much damage. In the 12-medal artillery invasions, you’ll always be facing rocket artillery, and you have to kind of put your general out front to take damage and keep from positioning units where they will take splash damage. Those fights usually end more quickly than naval invasions, but you can very easily lose two or three stacked artillery units, and the replacement cost adds up.
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Post by stoic on Oct 17, 2017 5:10:54 GMT
FYI: Infantry invasions are the easiest at end game. The damage bonuses you get from Yamashita or Rundstedt or Mannerheim are devastating when you give them Infantry Leader and the Patriotic and Knight Medals. Mannerheim can also use the Legion Medal to boost his forest damage. Most of the infantry invasions are on forest maps for some reason. Enemy infantry have low HP, and a fully upgraded infantry general tears through them like wet tissue. Even the best enemy generals never seem to have the ability set to compete with that damage output. You can often two-shot the enemy general. I’ll often win infantry invasions in three turns. Tank invasions are second easiest. The 12-medal ones can cost you a tank or two, especially if you are using a nation that doesn’t have super tanks. Artillery invasions are second toughest after naval ones. It is easier for enemy to focus fire and kill your weakest artillery units because they have low HP and artillery does so much damage. In the 12-medal artillery invasions, you’ll always be facing rocket artillery, and you have to kind of put your general out front to take damage and keep from positioning units where they will take splash damage. Those fights usually end more quickly than naval invasions, but you can very easily lose two or three stacked artillery units, and the replacement cost adds up. Do you prefer 3 stacked heavy tanks or super tanks for your general?
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Post by soonerjbd on Oct 17, 2017 5:31:45 GMT
Super tanks are better because they get more defense, which means you take less damage. Depending on which country’s super tank you are using, you get like 8-12 more defense than in a heavy tank, so 10 less damage per hit. Stacked heavy tanks get slightly better HP, but not enough to offset the defense the super tanks get, not to mention the slightly better attack super tanks get. The U.S. super tank has the best attack, with 10 more than a triple stacked heavy tank at max tech. Doesn’t sound like much, but when you apply all the damage boosts, it adds up.
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Post by soonerjbd on Oct 17, 2017 5:38:04 GMT
Also, super units are great for invasions because you can fill all five spots with them. You only get 8 heavy tanks or rocket artillery in your legion, so you can use two triple stacked ones and one double. You have to fill other units slots with medium tanks or howitzers. But you get five super tanks or artillery, meaning you can use them in all five slots.
One exception to the rule is French and German super artillery. Howitzers are just inferior to rocket artillery in every way. I’d rather put my general in a triple stacked rocket artillery than a French super howitzer. What I will generally do on those missions is use two slots for triple stacked rocket artillery and super howitzers in the other three slots. Double stacked artillery are pretty weak, so the extra defense and health for the super howitzers makes a difference if you are comparing it to a double stacked rocket artillery.
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