THE UNITS
Infantry
The most common rookie mistake is without
doubt not providing enough infantry. This unit is the backbone of any
army, and should represent at least 80% of your total land forces, if
not more. Whenever you're on attack or defense, they are always
selected first as casualties, so your opponent has to clear them out
before he has a chance to get to the armor and planes. So don't be
stingy with the infantries when you make your purchases: in fact, you
will typically spend all your revenues on them on most turns.
Armour
The best way to use your armour is to merge
them all into one big pile, in anticipation of the big attack against
your opponent's main forces. Never send one or two armor in
those minor attacks against one or two infantries: they will be stuck
in your new territory and you stand to lose them on your opponent's
turn. Another use for your armors is for strafing tactics: it is simply
put sending a massive attack force on a territory without taking it:
you allow for one or maybe two rolls of dice and then retreats
(typically when you start running out of attacking infantry). Then you
do it again on your next turn. As a rule of thumb, your attack force
should consist of an equal number of infantries and armours (and/or
planes), and should outnumber your opponent's by at least 25%. The idea
is to inflict more casualties than you take, so as eventually to wear
out your adversary's forces by way of attrition. Be careful of being
too successfull for you own good though, and seeing all those armors
getting stranded without infantry support.
Fighter
Be always careful where you land your planes:
you should always plan a couple of ground troops for fodder in your
landing territory. In general, all your planes should be landed on the
same territory, or split in two or three groups depending on the
circumstances. Never ever land a fighter all alone where your
opponent's ground troops can reach it: even 1 infantry is enough if he
sends air cover. The main use of fighters is to provide defense for
your main armies. On attack, they are essential in those
trade-in-trade-out situations where two opponents will swap a territory
back and forth each turn (for example, Soviet Union captures Ukraine
with 2 or 3 inf, then Germany takes it back on their turn, then Soviet
Union takes it back again, and so on). The best way to do this is by
sending a couple of infantry (1 to 5, as needed) and provide cover with
fighters and bombers. They are also useful for attacking ships, but
make sure the odds are on your side.
Bomber
Most of what
applies to fighters goes for bombers: keep in mind though that they are
very poor on defense, and their high cost make them a very valuable
target indeed, making it worth the risk of sending planes against it
even without ground support.
A word about strategic bombing raids: before you figure you're gonna
bring your opponent on his knees by bombing his factories, you might
want to consider this: a bomber gets 1 die, giving an average of 3.5 on
any single raid. Since a bomber can expect 5 successful raids before
being gunned down by anti-aircraft guns, this translates as 17.5 total
industrial certificates lost for your opponent as opposed to 15 for you
(the price of a bomber); and you might get unlucky and lose it on your
first run. The bottom line is while bombing raids is not necessarily a
bad idea, the results are marginal, and it's generally more
advantageous to use your bombers for supporting your attacks. Do make
bombing raids if your bombers has no other attack to do, or if your
opponent has entrenched all his forces in his capital and you want to
wear him down before going for the kill, or if you can reach an
industrial complex that is not protected by an anti-aircraft gun.
Otherwise, don't spend all your ressources purchasing bombers to send
them on bombing raids, it's not really worth it, and your revenues will
be much more efficiently spent on ground troops. Unless of course, you
happen to possess the Heavy Bombers weapon development...
Battleship
The most expensive unit in the game, and one
of the most overrated. While a battleship provides great attack and
defense for the fleet (its ability to support amphibious landings being
a marginal advantage at best), its prohibitive cost makes it more than
likely that you will have to make do with the ones you start the game
with. If you ever need to beef up you naval forces, you might consider
purchasing a carrier instead.
Aircraft carrier
Less expensive than
battleships, carriers give your fighters extended coverage and thus a
critical tactical advantage. Also, a fully loaded aircraft carrier is
an impregnable fortress of the sea. Both of those reasons make carriers
a better choice than battleships as the flagship of your naval forces.
Transport
Transports are the rank
and file of the sea. While they have no attack value, they can be used
as fodder to protect the carriers and battleships. But their greatest
use is of course to be able to convoy land forces overseas, which is in
fact the whole point of building a navy. You never seem to have enough
of them; but transports by themselves are too vulnerable, and you have
to provide them cover with either battleship or carrier; so if you want
to land troops near your opponent's air force, make sure you have
enough transports and other to discourage any thought of an air strike
from his part. Note also that land-based attacks are generally more
efficient than amphibious ones, so if your opponent is reachable by
land, you might want to forget about building a fleet altogether and
resolve to walk the distance instead.
Submarine
Submarines are in my
opinion the most useless unit in the game. They only get a chance to
attack on the first turn, and from then on the surviving ones will be
mainly used as floating shields. Their ability to strike without reply
looks great at first, until you realize that you'll almost never get
the chance to move them within striking distance. The reason why the
submarines are so worthless is their fatal vulnerability against air
attacks: they can't strike back, and their withdrawal capability gives
them a 50-50 chance to get away in the best of cases. In short, if you
want defense for the fleet, buy transports instead, and if you plan to
attack enemy fleets, buy planes.
Industrial complex
The first thing to remember before purchasing an
industrial complex is always to ask yourself if transports might not be
a better option; remember that transporting infantry is often more
cost-efficient than building them, especially if your opponent has
bombers nearby which will force you to purchase anti-aircraft as well.
On the other hand, this argument doesn't apply to armor. But the most
important consideration is that in all cases you have to ask yourself
whether your opponent has any chance of capturing that new factory
before you have a chance of reinforcing it with sufficient troops;
losing a newly build industrial complex could very well spell disaster,
as your opponent will now be able to build troops of his own from it;
capturing an enemy industrial complex is always a big step towards
victory in any case, so be wary of handling that kind of gift away.
Don't forget to put an anti-aircraft too, as your opponent will always
welcome any opportunity at a risk-free strategic bombing raid.
Anti-aircraft
Keep in mind that anti-aircraft can be moved
around; they can be carried by transport too. Learn to use this to your
advantage: by moving the aa gun from Southern Europe to Eastern Europe
for exemple, you can support that large force you have stacked there,
and will probably force your opponent's bombers to pass over it if he
still wants to send a bombing raid in Italy. Another trick, that
factory in Japan is more often than not out of range of enemy bombers,
so consider the possibility of transporting the anti-aircraft and
unloading it where you just have built an industrial complex in
Manchuria or Burma for exemple; likewise the US aa gun can be brought
to Finland. In short, keep viewing your anti-aircraft as mobile units.
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