Call of War | Comintern doctrine explanation, best units and strategies
Summary
TLDRIn this comprehensive guide, BM Fox explores the strengths and strategies of the Cometary Doctrine in gameplay. Highlighting its cost-effective unit production and upkeep, Fox details the doctrine's advantages, particularly in infantry and artillery, and its early game rocket artillery. He also discusses unit bonuses, the importance of anti-air and interceptors, and how to counter other doctrines. The guide includes a build order and tips for utilizing the Cometary Doctrine effectively, emphasizing its potential for overwhelming opponents with superior numbers.
Takeaways
- đ The script is a guide on the 'Cometarian Doctrine' in a strategy game, explaining its mechanics, unit bonuses, and strategies for use and counterplay.
- đ° The 'Cometarian Doctrine' is known for its cost efficiency in unit production, with reduced resource requirements and upkeep costs.
- đ Rocket artillery is highlighted as a key early-game unit for the 'Cometarian Doctrine', offering strong bonuses and fast research times.
- đč The doctrine's infantry and anti-tank units receive significant bonuses, especially in mountainous and urban terrains.
- đĄïž Medium and heavy tanks under this doctrine have damage bonuses and faster production times, making them formidable on the battlefield.
- âïž The air branch of the 'Cometarian Doctrine' is considered weak, with minimal bonuses and penalties on certain units, advising focus on interceptors for defense.
- đ The guide suggests that certain countries with specific resource distributions are better suited for utilizing the 'Cometarian Doctrine' effectively.
- đ ïž The build order provided in the script emphasizes early research and production of cost-efficient units, like rocket artillery and militia, for rapid expansion.
- đ§ Upgrading units in the 'Cometarian Doctrine' is generally less economical due to the doctrine's production cost reduction advantage, suggesting that unit spamming can be more effective.
- đ An upgrade exploit is mentioned, where researching higher unit levels before upgrading can result in units gaining the higher level at the cost of the lower level.
- âïž The script warns that while the 'Cometarian Doctrine' excels in numbers, it must be cautious against doctrines with strong air power or high-quality units, such as Axis and Allies.
- đ The guide concludes by emphasizing the importance of strategy and awareness of enemy doctrines when playing with the 'Cometarian Doctrine'.
Q & A
What is the main focus of the Cometary Doctrine in the game?
-The main focus of the Cometary Doctrine is quantity, allowing players to produce units more cheaply and with reduced upkeep costs, emphasizing the strategy of unit spamming.
What are the advantages of the Cometary Doctrine for unit production and upkeep?
-The Cometary Doctrine offers a 15% reduction in unit production costs and a 30% reduction in daily upkeep costs, making it more economical to maintain a large number of units in the field.
How does the Cometary Doctrine affect the performance of infantry units?
-Infantry units, particularly militia, benefit from significant bonuses in mountainous and urban terrains, as well as a 15% reduction in upkeep costs and a 20% increase in production speed.
What are the strengths and weaknesses of the Cometary Doctrine's artillery and anti-tank units?
-Artillery and anti-tank units under the Cometary Doctrine have a 10% reduction in production cost and time, and the anti-tank units deal 15% more damage against light and heavy armored units. However, there are no additional bonuses for other ordnance units and a penalty for anti-air units.
Why is the air branch considered the weakest aspect of the Cometary Doctrine?
-The air branch of the Cometary Doctrine lacks bonuses and has penalties, making it less effective compared to other doctrines. It is recommended to only produce interceptors for defense purposes and avoid engaging in air-to-air combat with other doctrines.
What are the benefits of the Cometary Doctrine for naval units, specifically cruisers?
-Cruisers under the Cometary Doctrine receive an additional 15% hit points and have their research and upgrades unlocked sooner, making them more durable and accessible earlier in the game.
How does the Cometary Doctrine's rocket artillery perform in the early game, and what are its bonuses?
-Rocket artillery is a strong early game unit for the Cometary Doctrine, with the ability to be researched from day one and faster upgrade unlocks. It also benefits from an additional 15 speed and deals 10 extra damage versus all units.
What are the recommended countries to play with the Cometary Doctrine, and why?
-Romania and Communist Russia are recommended due to their additional resource provinces, which are beneficial for the rocket artillery spam strategy. These countries provide a strong economy for the Cometary Doctrine.
What is the suggested build order for the Cometary Doctrine at the beginning of the game?
-The suggested build order includes constructing a barracks, an ordinance foundry, a tank plant, a naval base, and a secret lab, followed by researching rocket artillery and militia, and producing units accordingly.
How can the Cometary Doctrine counter other doctrines effectively?
-The Cometary Doctrine can counter other doctrines by using its quantity advantage, superior numbers, and appropriate unit composition, including anti-air and interceptors, to protect against enemy air threats and engage in battles strategically.
What is the recommended strategy for upgrading units in the Cometary Doctrine, and why?
-Due to the 15% production cost reduction, it is more economical to produce new units rather than upgrading existing ones. However, on larger maps, upgrading is necessary to avoid being defeated by higher-level enemy units. An exploit involves upgrading units to level two just before researching level three, effectively getting level three units for the cost of level two.
Outlines
đ Introduction to the Communitarian Doctrine
The video script introduces the Communitarian Doctrine, focusing on its strengths and strategies in gameplay. The narrator, B.M. Fox, explains the benefits of the doctrine, such as reduced resource costs and the ability to produce troops cheaply. The script also discusses the impact of the November update on resource costs and the advantages of the Communitarian Doctrine in terms of unit production and upkeep. Key unit bonuses for infantry, artillery, anti-tank, and tanks are highlighted, along with the early game strength of rocket artillery and the importance of rare resources for certain countries.
đ ïž Build Order and Early Game Strategy
This paragraph outlines a detailed build order for the Communitarian Doctrine, starting with essential buildings and moving into research priorities. The focus is on early game units like rocket artillery, militia, anti-tank, and artillery to establish a strong defensive and offensive foundation. The importance of protecting cities and coastlines is emphasized, along with the strategy of using artillery for early aggression against AI countries. The build order progresses to include naval units like destroyers and cruisers, and the script discusses the timing and rationale behind each research and production decision.
âïž Unit Production and Upgrading Strategy
The script delves into the nuances of unit production and upgrading within the Communitarian Doctrine. It discusses the economic advantage of producing new units versus upgrading existing ones due to the doctrine's cost reduction on production. The importance of upgrading stealth and scout units is highlighted, along with a strategic trick to upgrade to higher levels more efficiently by timing research completion with unit upgrades. The paragraph also touches on the importance of investing in economy and infrastructure to support large-scale unit production.
đ Countering Other Doctrines and Late Game Considerations
This section provides insights into how to counter other doctrines effectively when playing as the Communitarian. It emphasizes the need for awareness of each doctrine's strengths and the importance of using superior numbers and strategic unit placement to avoid direct combat with doctrines that have higher hit points and damage output. Specific strategies for dealing with doctrines like Access, Allies, Axis, Pan-Asian, and the Communitarian itself are discussed, including the importance of anti-air and interceptor units to protect against enemy air superiority.
đ Conclusion and Final Thoughts
The final paragraph wraps up the doctrine guide by summarizing the key points and offering final thoughts on the Communitarian Doctrine's gameplay. It reiterates the importance of having a strong economy, the need for a large number of interceptors and anti-air units, and the potential weaknesses against doctrines with powerful air forces. The narrator expresses confidence in the Communitarian Doctrine's strength when played correctly and invites viewers to look forward to the next video.
Mindmap
Keywords
đĄDoctrine
đĄUpkeep
đĄUnit Bonuses
đĄBuild Order
đĄCounter
đĄResource Management
đĄRocket Artillery
đĄAir Doctrine
đĄNaval Doctrine
đĄUpgrade
đĄEconomy
Highlights
The Commentary Doctrine has lost some of its luster due to the November update, where all resources were reduced.
Despite resource reduction, the Communitarian Doctrine remains strong due to its ability to produce troops cheaply.
Units under the Commentary Doctrine are 15% cheaper and have a 30% reduced daily upkeep cost.
The Militia benefits from a 50% extra bonus in mountainous terrain and a 25% bonus in urban areas.
Infantry under the Commentary Doctrine has a 15% reduction in upkeep cost and can be produced 20% faster.
Artillery and anti-tank units have a 10% reduction in cost and time, with anti-tank units dealing 15% more damage to armored units.
The air branch of the Commentary Doctrine is considered weak, with no significant bonuses and penalties instead.
Navy units, particularly cruisers, receive a 15% hit point bonus under the Commentary Doctrine.
Rocket artillery is a strong early-game unit for the Commentary Doctrine, with faster research and additional speed and damage bonuses.
Certain countries like Romania and Communist Russia are more suitable for the Commentary Doctrine due to their resource distribution.
A suggested build order for the game includes prioritizing rocket artillery, militia, anti-tank, and artillery units.
Interceptors are essential for protecting against early plane aggression and should be produced early in the game.
Upgrading units in the Commentary Doctrine can be economically inefficient due to the cost reduction advantage.
An exploit for upgrading units to higher levels without the full cost by timing research completion with unit upgrades is described.
The player demonstrates a massive unit count advantage by the 11th hour of the game, showcasing the power of the Commentary Doctrine.
The air force weakness of the Commentary Doctrine can be mitigated by producing enough interceptors and anti-air units.
Strategies for countering other doctrines, such as avoiding direct combat with Access Doctrine and using quantity against Allies and Axis, are discussed.
Transcripts
if you know the enemy and know yourself
you need not fear the result of a
hundred battles hello my name is bm fox
and this is the committee and doctrine
explanation in this doctrine guide i'm
gonna explain the doctrine the unit
bonuses i'm gonna share an entire build
order and i'm gonna explain how you can
counter other doctrines the commentary
doctrine has lost a little bit of its
glance in the november update where all
resources got reduced but additionally
for the cometer inductor and the rare
materials got reduced as well so the
rocket artillery spam days are over
nevertheless cometary doctrine stays a
very strong doctrine especially due to
the reduced resources for all doctrines
the communitarian doctrine has the
advantage as they can produce troops
very cheaply let's check the doctrine
out shall we i'm gonna go to the wiki
warfare tab
doctrines there we go scroll down a
little bit
commentary doctrine is all about
quantity let's spam those units their
units are 15
cheaper and their daily upkeep cost is
30 percent for those who don't know what
upkeep is to maintain the unit in the
field it needs oil it needs food these
are the upkeep costs so when you produce
a unit you don't only have the
production cost but daily you need to
upkeep this unit as well as the cost for
vote production and upkeep are used you
can really just spam those units your
units deal 10 damage but hey if you have
a lot more units who cares right because
you get a 15 production cost so you can
make 15 more units but you only deal 10
this damage so that's still a win of 5
let's go over the unit bonuses now
starting with infantry their militia
gets 50 percent extra bonus in the
mountains and 25
in urban terrain this is a huge bonus
because they already get terrain bonuses
so this makes the comet and militia
extremely good also their infantry gets
a 15
reduction on upkeep cost and you can
produce them 20 percent faster for the
rest there are no additional bonuses for
commentary in the infantry branch in the
ordinance branch they get a 10 reduction
cost and 20
reduction time for the artillery and
their anti-tank deals 15
more damage against both light armor and
the heavy armored units which makes
anti-tank but also the artillery must
have units for the rest in their
ordnance branch there are no additional
bonuses they get a penalty for sp
anti-airdo in the tank branch the medium
and heavy tank are very good they get a
10
damage bonus versus all units and they
are produced in 15 percent less time for
the heavy tanks it's even better they
deal 15
damage versus heavy armored units and
they get an additional 10
hit points the air branch is the weakest
of all the doctrines basically don't
make any air with comet and doctrine
because it's absolute trash just make
interceptors because you need them to
protect your airspace but for the rest
really don't even bother there's no
extra bonuses there's penalties there's
only like a small bonus for attack
bombers where you can unlock research
faster but that's it if you go air to
air with any other doctrine you're gonna
lose next up is navy committin cruisers
get an additional 15 percent hit points
and their research and upgrades are
unlocked sooner however their
battleships get a research penalty and
finally the secret branch their rocket
artillery can already be researched at
day one and also their upgrades are
unlocked faster so this makes this the
perfect unit for the early game
especially because it's a unit that
counters unarmored units and also their
sp rocket artillery gets bonuses they
get an additional 15 speed and they deal
10 versus all units so this is amazing
on top of it you can unlock their
upgrades sooner so that's great as well
yugoslavia isn't a great country for
cometar and doctrine because i don't
have any extra rare resource provinces i
have however two goats to steal one food
and one oil so it's definitely not that
bad but what i lack is rare resources
now if you're gonna have a look at
romania you will see that romania has
two additional resource provinces but
they also have two additional goods
provinces and one foot province so this
is a great country to go for rocket
artillery the polish economy is not that
bad neither two food provinces two steel
provinces one oil but also here you lack
the rare resources when you take a look
at communist russia you can see they
have an additional goods they have an
additional rare resource two oil
provinces one goods one food so this is
also a very great economy for cometer
and doctrine on top of it coming in
russia is one of the best economies in
the game russia isn't that great but not
that bad neither they have rare
resources steel goods oil second oil
second goods caucasus is not that good
to play they have a lot of mountains no
rare resources they have however two
goods to food and uh steel province also
an oil so you can make a lot of unarmed
units with this country
mainly artillery anti-tank militia
turkey also has a lot of mountains which
encompass the gameplay they have
additional goods steel food another
goods oil so also here you could go for
the unarmored units tactic but however
if you have to choose greater romania
would be my first choice and communist
russia second all right i'm gonna share
with you my build order when you started
the game
you will build one barracks one
ordinance foundry one tank plant
one naval base and one secret lab in the
research step you're gonna start with
rocket artillery rocket darter research
takes up to 17 hours to research so you
want to start with that one straight
away for the second research slot you're
gonna research militia militia only
takes 30 minutes and afterwards you're
gonna produce five militia wi-fi militia
because this way in each city you can
put a militia this way your cities are
protected and you can send your infantry
to the front because those are more
adapted for early aggression after
militia you're gonna go to the ordnance
tab and you're gonna research anti-tank
after that you're gonna have the time to
make two anti-tank units why because
anti-tank units they're very good
against light armored units like armored
cars and light tanks in julie game and
you're gonna put them in a city which is
close to your front line next up once
your anti-tank is researched you're
gonna go to the naval tab and you're
gonna research destroyer you want to
have destroyers because this way they
will keep your coasts free of submarines
and they can also spot convoy units once
you have researched destroyers you're
gonna research here in the ordnance tab
artillery artillery research takes two
hours and a half that's why you're gonna
have the time to produce two anti-tanks
while your artillery is still in
research when your artillery is
researched you're gonna produce five
artillery and finally once your
artillery has been researched you're
gonna go back to the naval tab and
you're gonna research cruiser cruisers
are the artillery of the seas and they
have a high anti-air value and
communitarian doctrine gets a bonus for
cruisers so this is great so when you
have done this you're going to be in a
luxury position like i do we are now
three hours 22 minutes from day change
and i have three anti-air six militia
two anti-tanks five artillery my 18
starting infantry i've got four armored
cars one interceptor two destroyers so
in short i've produced two destroyers
two armored cars six militia two
anti-tank and five artillery i'm using
my artillery in early aggression to take
over ai countries because in the ai
cities there are three units and my 10
infantry stack would lose at least one
third of strength so this is not what i
want i want to avoid this especially as
you know cometh and doctrine they have
10 percent lower hp finally as soon as
my rocket artillery research was done
i've started building those so
everything is now going great i'm gonna
continue now producing rocket artery
regular artillery and cruisers and as
soon as i take the first city i'm gonna
build an airport here so i can produce
interceptors to protect myself against
early plane aggression like allies
players and in the second city i take
i'm gonna build a second secret lab in
the third city that i'm taking i'm gonna
build a second tank plant so that
tomorrow i'm gonna be ready to start
producing medium tanks too next in the
build order is the research of light
tank this way you can unlock the
research of medium tank once you are
starting to research medium tank you
also want to upgrade your tank plant by
upgrading the tank plant to level 2 you
will reduce the production time of the
medium tank as upgrading a tank plant to
level 2 and producing medium tanks costs
a lot of steel i want to take sofia
which is a double steel province and i
also want to take plovdiv which is also
a steel province with the income from
the steel that i take from my spoils of
war i will be able to both build tank
plant level 2 and to produce my first
medium tanks alright next up as you can
see my interceptor research has been
completed
i had a freeze a lot while researching
medium tanks so i decided it's the right
time for interceptors next up as i said
in the first city that i took i would
construct an air factory
producing at least interceptors is very
important so that you can protect
yourself against an attack from bombers
also here i am being counter attacked by
bulgaria this is why it's good to have
artillery
there were four units here in sofia if i
would have attacked straightaway with my
stack it would have cost me too much
health so always have artillery
committee and doctrine is the king of
artillery with bonuses for both regular
and rocket artillery next up in the
build order is researching a militia as
i want my militia in my cities to stay
hidden from level 2 armored cars i need
to upgrade them romania hasn't built
anything in his cities he hasn't moved
any troops so he is inactive so i'm
going to attack him i really need rare
resources so romania has a lot of
resources i'm gonna take budapest here
sukheva and here in braea this should
set me up with around three thousand
four thousand rare resources so let's go
for it next up in the build order is the
anti-air research you got to have those
sweet anti-airs to protect your troops
don't you next in the build order you
research level 2 destroyer and level 2
armored car you want to be able to spot
those subs or those militia and
anti-tanks that are ready to ambush you
so you need to upgrade them for
construction it is now day four i'm
constructing in all my cities level two
industry and in my rare resource i am
now upgrading to level three i also have
constructed five recruitment stations
one each in every city and i'm gonna try
to upgrade them to level two as soon as
possible i want to have as much manpower
as i can so that i can produce a large
army up next in the build order is sp
rocket artillery and a heavy tank and
that makes all the units that i need so
that is great to upgrade or not to
upgrade for cometern is a difficult
question as they get the production cost
reduction of 15
it's cheaper to produce units than it is
to upgrade them because their doctrine
advantage doesn't count for upgrading as
the cost of upgrading one unit is 15
of the production cost of a new unit
with every unit you upgrade you're gonna
pay 7.5 percent too many resources so in
an economical point of view it's better
not to upgrade your units just keep
spamming those low-level units and just
overwhelm your opponent this works fine
on small maps however on large maps like
the historical world at war or the 100
player map world at war you're gonna
need to upgrade your units as a certain
point because otherwise your units are
gonna be too weak and they're gonna be
defeated by high level units as i've
already said before you always need to
upgrade both stealth units and scout
units so stealth units anti-tank militia
units scout units interceptors armored
cars and destroyers to upgrade the main
body of your army however there is a
trick to save resources it's an exploit
that works for all doctrines but it's
especially interesting for the commuter
and doctrine what you do is the
following first you spam a lot of level
one units secondly you're gonna research
level two after that you're gonna
research level three when the research
level three is almost finished you will
start upgrading your units to level two
logical because the level three won't be
available yet but important is the
research to level three needs to finish
before the unit has been done upgrading
to level two as you can see here units
will be upgraded to the highest
available level although your units are
being upgraded to level two the highest
available level will be level three and
so at the end of the upgrade your units
they will become level three so you're
only gonna pay level two and you're
gonna get level three four three you can
do the same again to get to level five
you research level four then you
research level five just before your
research is done you start your upgrade
once the research is done and then
afterwards your unit upgrade is done
it's gonna be level five and not level
four once you have invested properly in
your economy then the commentary
doctrine is so strong unbelievable it's
only 11 now and i already have
176 units this is sick i'm gonna select
them all
there we go i've got eight cruisers four
destroyers 25
medium tanks 14 rocket art 36 level 3
militia i've got 13 heavy tanks 44
infantry 10 level 2 interceptors 12
level 2 anti-air 11 level 2 anti-tank 2
level 2 armored cars 15 level 2
artillery and finally 12 rocket r3 i
mean it's it's so crazy i've got so many
units i can just flood an opponent with
units yes their air force is very weak
but if you have enough interceptors i
don't have enough interceptors i should
have made more but this map is so
inactive i don't really need them but if
you play a game and your map is active
please keep on popping out those
interceptors as well i have so many
units that i'm not even paying attention
on how i stack i've got stacks here just
too overstacked but yeah who cares you
just pop out units you send them
everywhere if you play the commentary
well it's pretty much unstoppable just
need to make sure you have enough
interceptors you have enough anti-air
units that's really important the weak
air force is definitely commentary and
doctrines achilles heel but how will
other doctrines counter you i'd say as a
comet and doctrine you need to be aware
of each doctrine they can all be
dangerous for you you want to avoid
direct combat with access because they
have 15 more hit points they deal 15
more damage you deal minus 10 damage
there's a damage output gap year of 25
plus you need to deal an additional 15
damage to kill access units as they have
more hit points so you don't want to
enter and even fight with axes if you
enter a fight with access you need to
use those superior numbers or you also
come in battle against axes you're gonna
need also your interceptors you're gonna
need anti-air because axes they have
extremely good attack bombers they're
gonna trash your medium and heavy tanks
you have good regular artillery good
rocket artillery good sp rocket are to
use those artery units to kill as many
axis units that you can without engaging
in combat if you have enough anti-air
units in your stacks if you have made
interceptors you should be fine against
axes just flood the axes with all your
troops so that you can slip through the
lines allies are all about optimization
so they are quality not quantity so
they're gonna have a small army it's
gonna be highly researched you have a
lot of units that are low in research
also here be aware if you enter and even
combat you're gonna drive into a brick
wall make sure that you use that
quantity throw as many units at those
allies as you can be aware of their
tactical bombers they're gonna tier two
shreds all your armored units so all
those artillery militia infantry
anti-tanks be aware again just like with
axes make sure you have enough anti-air
enough interceptors or you can lose
against allies what you also need to be
aware of with allies is they have very
good tank destroyers also sp artillery
so they can easily counter your medium
tanks and your heavy tanks without any
problem the pan asian doctrine gets a
lot of early game bonuses just like the
cometarian units but you have more units
you're slower the penisian doctrine is
very fast but then again you have a lot
of units so if they try to slip through
your lines it's not gonna be possible
because you're gonna have units
everywhere penny asian doctrine be very
careful also here when you enter battle
they have additional terrain bonuses
they have extra view range so they're
gonna see you coming again if you enter
combat with pan asian it's all about
quantity through those units at a asian
player make sure you have a lot of
interceptors because the penny asian
doctrine has the best interceptors in
the game if the pan asian player is
using air force and you're losing your
interceptors you're gonna be setting
duck be aware of that penetration
doctrine has 10 percent less hit points
but you deal 10 percent less damage so
that evens out you have more units they
have their speed pan asian and
communitar and doctrine they're pretty
much balanced i think for the comet and
doctrine that allies and axes are the
most dangerous i hope you have enjoyed
this doctrine guide
see you for the next video ciao
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