Call of War | Comintern doctrine explanation, best units and strategies

BMfox Call of War
23 Jan 202220:28

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

  • 📚 The script is a guide on the 'Cometarian Doctrine' in a strategy game, explaining its mechanics, unit bonuses, and strategies for use and counterplay.
  • 💰 The 'Cometarian Doctrine' is known for its cost efficiency in unit production, with reduced resource requirements and upkeep costs.
  • 🚀 Rocket artillery is highlighted as a key early-game unit for the 'Cometarian Doctrine', offering strong bonuses and fast research times.
  • đŸč The doctrine's infantry and anti-tank units receive significant bonuses, especially in mountainous and urban terrains.
  • đŸ›Ąïž Medium and heavy tanks under this doctrine have damage bonuses and faster production times, making them formidable on the battlefield.
  • ✈ The air branch of the 'Cometarian Doctrine' is considered weak, with minimal bonuses and penalties on certain units, advising focus on interceptors for defense.
  • 🌍 The guide suggests that certain countries with specific resource distributions are better suited for utilizing the 'Cometarian Doctrine' effectively.
  • đŸ› 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.
  • 🔧 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.
  • 🔄 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.
  • ⚔ 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.
  • 🌐 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

00:00

📚 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.

05:00

đŸ› 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.

10:02

⚔ 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.

15:03

🌍 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.

20:04

🏆 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

💡Doctrine

In the context of the video, 'doctrine' refers to a set of principles or strategies used in a game, particularly in strategy games like the one being discussed. The video focuses on the 'Cometarian Doctrine,' which emphasizes quantity over quality in terms of military units. The doctrine dictates the player's approach to building and deploying units, as seen in the script where it mentions the advantages of producing troops cheaply and the bonuses associated with different unit types.

💡Upkeep

Upkeep, in the video, is the cost associated with maintaining units in the field. It requires resources such as oil and food. The term is integral to the game's mechanics as it affects the long-term sustainability of an army. The script mentions that the Cometarian Doctrine reduces the upkeep cost by 30 percent, which is a significant advantage as it allows for more units to be maintained at a lower cost.

💡Unit Bonuses

Unit bonuses refer to the additional advantages or attributes given to specific types of units within the game. These bonuses can include increased damage, reduced production costs, or special terrain advantages. The video script details various unit bonuses associated with the Cometarian Doctrine, such as the 50 percent extra bonus for militia in mountainous and urban terrains, enhancing their effectiveness in those conditions.

💡Build Order

A build order is a sequence of actions taken by a player to construct units, buildings, and research in a specific order to optimize their strategy. The video script provides a detailed build order for the Cometarian Doctrine, starting with basic structures and moving towards more advanced units and technologies, illustrating a strategic approach to resource management and military expansion.

💡Counter

To 'counter' in the context of the video means to strategize against or neutralize the strengths of an opponent's doctrine or tactics. The script explains how to counter other doctrines using the advantages of the Cometarian Doctrine, such as overwhelming the enemy with a larger number of units or using specific unit types to exploit weaknesses in enemy strategies.

💡Resource Management

Resource management is a critical aspect of strategy games, where players must allocate resources efficiently to support their military and economic development. The video discusses the impact of resource management on the Cometarian Doctrine, noting the reduced resource costs for producing units and the importance of securing rare resources for advanced technologies.

💡Rocket Artillery

Rocket artillery refers to a type of unit in the game that is capable of long-range bombardment. The video script highlights the early availability and upgrade potential of rocket artillery for the Cometarian Doctrine, emphasizing its role in the early game and its effectiveness against unarmored units.

💡Air Doctrine

Air doctrine in the video pertains to the strategies and unit types associated with air superiority and aerial combat. The script points out that the air branch of the Cometarian Doctrine is weaker compared to other branches, advising players to focus on interceptors for defense rather than engaging in air-to-air combat.

💡Naval Doctrine

Naval doctrine involves the strategies and unit types used in naval warfare within the game. The video script mentions the benefits of cruisers for the Cometarian Doctrine, such as their high anti-air value and the bonus hit points received from the doctrine, making them a key component of naval strategy.

💡Upgrade

An upgrade in the context of the video refers to the process of enhancing a unit's capabilities by advancing it to a higher level. The script discusses the cost-effectiveness of upgrading units within the Cometarian Doctrine, suggesting that it may be more economical to produce new units rather than upgrading existing ones due to the doctrine's production cost reduction.

💡Economy

The economy in the video refers to the in-game systems that govern resource generation and allocation. A strong economy is essential for supporting a large military force, as outlined in the script where the player aims to secure rare resources and upgrade economic buildings to produce a powerful army.

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

play00:00

if you know the enemy and know yourself

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you need not fear the result of a

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hundred battles hello my name is bm fox

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and this is the committee and doctrine

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explanation in this doctrine guide i'm

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gonna explain the doctrine the unit

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bonuses i'm gonna share an entire build

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order and i'm gonna explain how you can

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counter other doctrines the commentary

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doctrine has lost a little bit of its

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glance in the november update where all

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resources got reduced but additionally

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for the cometer inductor and the rare

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materials got reduced as well so the

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rocket artillery spam days are over

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nevertheless cometary doctrine stays a

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very strong doctrine especially due to

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the reduced resources for all doctrines

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the communitarian doctrine has the

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advantage as they can produce troops

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very cheaply let's check the doctrine

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out shall we i'm gonna go to the wiki

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warfare tab

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doctrines there we go scroll down a

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little bit

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commentary doctrine is all about

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quantity let's spam those units their

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units are 15

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cheaper and their daily upkeep cost is

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30 percent for those who don't know what

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upkeep is to maintain the unit in the

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field it needs oil it needs food these

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are the upkeep costs so when you produce

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a unit you don't only have the

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production cost but daily you need to

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upkeep this unit as well as the cost for

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vote production and upkeep are used you

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can really just spam those units your

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units deal 10 damage but hey if you have

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a lot more units who cares right because

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you get a 15 production cost so you can

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make 15 more units but you only deal 10

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this damage so that's still a win of 5

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let's go over the unit bonuses now

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starting with infantry their militia

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gets 50 percent extra bonus in the

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mountains and 25

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in urban terrain this is a huge bonus

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because they already get terrain bonuses

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so this makes the comet and militia

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extremely good also their infantry gets

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a 15

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reduction on upkeep cost and you can

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produce them 20 percent faster for the

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rest there are no additional bonuses for

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commentary in the infantry branch in the

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ordinance branch they get a 10 reduction

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cost and 20

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reduction time for the artillery and

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their anti-tank deals 15

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more damage against both light armor and

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the heavy armored units which makes

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anti-tank but also the artillery must

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have units for the rest in their

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ordnance branch there are no additional

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bonuses they get a penalty for sp

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anti-airdo in the tank branch the medium

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and heavy tank are very good they get a

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10

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damage bonus versus all units and they

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are produced in 15 percent less time for

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the heavy tanks it's even better they

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deal 15

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damage versus heavy armored units and

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they get an additional 10

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hit points the air branch is the weakest

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of all the doctrines basically don't

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make any air with comet and doctrine

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because it's absolute trash just make

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interceptors because you need them to

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protect your airspace but for the rest

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really don't even bother there's no

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extra bonuses there's penalties there's

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only like a small bonus for attack

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bombers where you can unlock research

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faster but that's it if you go air to

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air with any other doctrine you're gonna

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lose next up is navy committin cruisers

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get an additional 15 percent hit points

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and their research and upgrades are

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unlocked sooner however their

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battleships get a research penalty and

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finally the secret branch their rocket

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artillery can already be researched at

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day one and also their upgrades are

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unlocked faster so this makes this the

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perfect unit for the early game

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especially because it's a unit that

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counters unarmored units and also their

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sp rocket artillery gets bonuses they

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get an additional 15 speed and they deal

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10 versus all units so this is amazing

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on top of it you can unlock their

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upgrades sooner so that's great as well

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yugoslavia isn't a great country for

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cometar and doctrine because i don't

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have any extra rare resource provinces i

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have however two goats to steal one food

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and one oil so it's definitely not that

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bad but what i lack is rare resources

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now if you're gonna have a look at

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romania you will see that romania has

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two additional resource provinces but

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they also have two additional goods

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provinces and one foot province so this

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is a great country to go for rocket

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artillery the polish economy is not that

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bad neither two food provinces two steel

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provinces one oil but also here you lack

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the rare resources when you take a look

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at communist russia you can see they

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have an additional goods they have an

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additional rare resource two oil

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provinces one goods one food so this is

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also a very great economy for cometer

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and doctrine on top of it coming in

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russia is one of the best economies in

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the game russia isn't that great but not

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that bad neither they have rare

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resources steel goods oil second oil

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second goods caucasus is not that good

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to play they have a lot of mountains no

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rare resources they have however two

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goods to food and uh steel province also

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an oil so you can make a lot of unarmed

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units with this country

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mainly artillery anti-tank militia

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turkey also has a lot of mountains which

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encompass the gameplay they have

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additional goods steel food another

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goods oil so also here you could go for

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the unarmored units tactic but however

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if you have to choose greater romania

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would be my first choice and communist

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russia second all right i'm gonna share

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with you my build order when you started

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the game

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you will build one barracks one

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ordinance foundry one tank plant

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one naval base and one secret lab in the

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research step you're gonna start with

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rocket artillery rocket darter research

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takes up to 17 hours to research so you

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want to start with that one straight

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away for the second research slot you're

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gonna research militia militia only

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takes 30 minutes and afterwards you're

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gonna produce five militia wi-fi militia

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because this way in each city you can

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put a militia this way your cities are

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protected and you can send your infantry

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to the front because those are more

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adapted for early aggression after

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militia you're gonna go to the ordnance

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tab and you're gonna research anti-tank

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after that you're gonna have the time to

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make two anti-tank units why because

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anti-tank units they're very good

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against light armored units like armored

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cars and light tanks in julie game and

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you're gonna put them in a city which is

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close to your front line next up once

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your anti-tank is researched you're

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gonna go to the naval tab and you're

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gonna research destroyer you want to

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have destroyers because this way they

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will keep your coasts free of submarines

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and they can also spot convoy units once

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you have researched destroyers you're

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gonna research here in the ordnance tab

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artillery artillery research takes two

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hours and a half that's why you're gonna

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have the time to produce two anti-tanks

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while your artillery is still in

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research when your artillery is

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researched you're gonna produce five

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artillery and finally once your

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artillery has been researched you're

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gonna go back to the naval tab and

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you're gonna research cruiser cruisers

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are the artillery of the seas and they

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have a high anti-air value and

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communitarian doctrine gets a bonus for

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cruisers so this is great so when you

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have done this you're going to be in a

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luxury position like i do we are now

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three hours 22 minutes from day change

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and i have three anti-air six militia

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two anti-tanks five artillery my 18

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starting infantry i've got four armored

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cars one interceptor two destroyers so

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in short i've produced two destroyers

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two armored cars six militia two

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anti-tank and five artillery i'm using

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my artillery in early aggression to take

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over ai countries because in the ai

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cities there are three units and my 10

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infantry stack would lose at least one

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third of strength so this is not what i

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want i want to avoid this especially as

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you know cometh and doctrine they have

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10 percent lower hp finally as soon as

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my rocket artillery research was done

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i've started building those so

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everything is now going great i'm gonna

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continue now producing rocket artery

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regular artillery and cruisers and as

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soon as i take the first city i'm gonna

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build an airport here so i can produce

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interceptors to protect myself against

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early plane aggression like allies

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players and in the second city i take

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i'm gonna build a second secret lab in

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the third city that i'm taking i'm gonna

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build a second tank plant so that

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tomorrow i'm gonna be ready to start

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producing medium tanks too next in the

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build order is the research of light

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tank this way you can unlock the

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research of medium tank once you are

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starting to research medium tank you

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also want to upgrade your tank plant by

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upgrading the tank plant to level 2 you

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will reduce the production time of the

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medium tank as upgrading a tank plant to

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level 2 and producing medium tanks costs

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a lot of steel i want to take sofia

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which is a double steel province and i

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also want to take plovdiv which is also

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a steel province with the income from

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the steel that i take from my spoils of

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war i will be able to both build tank

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plant level 2 and to produce my first

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medium tanks alright next up as you can

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see my interceptor research has been

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completed

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i had a freeze a lot while researching

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medium tanks so i decided it's the right

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time for interceptors next up as i said

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in the first city that i took i would

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construct an air factory

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producing at least interceptors is very

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important so that you can protect

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yourself against an attack from bombers

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also here i am being counter attacked by

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bulgaria this is why it's good to have

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artillery

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there were four units here in sofia if i

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would have attacked straightaway with my

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stack it would have cost me too much

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health so always have artillery

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committee and doctrine is the king of

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artillery with bonuses for both regular

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and rocket artillery next up in the

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build order is researching a militia as

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i want my militia in my cities to stay

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hidden from level 2 armored cars i need

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to upgrade them romania hasn't built

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anything in his cities he hasn't moved

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any troops so he is inactive so i'm

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going to attack him i really need rare

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resources so romania has a lot of

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resources i'm gonna take budapest here

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sukheva and here in braea this should

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set me up with around three thousand

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four thousand rare resources so let's go

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for it next up in the build order is the

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anti-air research you got to have those

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sweet anti-airs to protect your troops

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don't you next in the build order you

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research level 2 destroyer and level 2

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armored car you want to be able to spot

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those subs or those militia and

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anti-tanks that are ready to ambush you

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so you need to upgrade them for

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construction it is now day four i'm

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constructing in all my cities level two

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industry and in my rare resource i am

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now upgrading to level three i also have

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constructed five recruitment stations

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one each in every city and i'm gonna try

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to upgrade them to level two as soon as

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possible i want to have as much manpower

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as i can so that i can produce a large

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army up next in the build order is sp

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rocket artillery and a heavy tank and

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that makes all the units that i need so

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that is great to upgrade or not to

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upgrade for cometern is a difficult

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question as they get the production cost

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reduction of 15

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it's cheaper to produce units than it is

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to upgrade them because their doctrine

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advantage doesn't count for upgrading as

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the cost of upgrading one unit is 15

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of the production cost of a new unit

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with every unit you upgrade you're gonna

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pay 7.5 percent too many resources so in

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an economical point of view it's better

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not to upgrade your units just keep

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spamming those low-level units and just

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overwhelm your opponent this works fine

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on small maps however on large maps like

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the historical world at war or the 100

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player map world at war you're gonna

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need to upgrade your units as a certain

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point because otherwise your units are

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gonna be too weak and they're gonna be

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defeated by high level units as i've

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already said before you always need to

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upgrade both stealth units and scout

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units so stealth units anti-tank militia

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units scout units interceptors armored

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cars and destroyers to upgrade the main

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body of your army however there is a

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trick to save resources it's an exploit

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that works for all doctrines but it's

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especially interesting for the commuter

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and doctrine what you do is the

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following first you spam a lot of level

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one units secondly you're gonna research

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level two after that you're gonna

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research level three when the research

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level three is almost finished you will

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start upgrading your units to level two

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logical because the level three won't be

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available yet but important is the

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research to level three needs to finish

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before the unit has been done upgrading

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to level two as you can see here units

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will be upgraded to the highest

play15:00

available level although your units are

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being upgraded to level two the highest

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available level will be level three and

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so at the end of the upgrade your units

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they will become level three so you're

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only gonna pay level two and you're

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gonna get level three four three you can

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do the same again to get to level five

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you research level four then you

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research level five just before your

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research is done you start your upgrade

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once the research is done and then

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afterwards your unit upgrade is done

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it's gonna be level five and not level

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four once you have invested properly in

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your economy then the commentary

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doctrine is so strong unbelievable it's

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only 11 now and i already have

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176 units this is sick i'm gonna select

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them all

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there we go i've got eight cruisers four

play15:55

destroyers 25

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medium tanks 14 rocket art 36 level 3

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militia i've got 13 heavy tanks 44

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infantry 10 level 2 interceptors 12

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level 2 anti-air 11 level 2 anti-tank 2

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level 2 armored cars 15 level 2

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artillery and finally 12 rocket r3 i

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mean it's it's so crazy i've got so many

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units i can just flood an opponent with

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units yes their air force is very weak

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but if you have enough interceptors i

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don't have enough interceptors i should

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have made more but this map is so

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inactive i don't really need them but if

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you play a game and your map is active

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please keep on popping out those

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interceptors as well i have so many

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units that i'm not even paying attention

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on how i stack i've got stacks here just

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too overstacked but yeah who cares you

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just pop out units you send them

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everywhere if you play the commentary

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well it's pretty much unstoppable just

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need to make sure you have enough

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interceptors you have enough anti-air

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units that's really important the weak

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air force is definitely commentary and

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doctrines achilles heel but how will

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other doctrines counter you i'd say as a

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comet and doctrine you need to be aware

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of each doctrine they can all be

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dangerous for you you want to avoid

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direct combat with access because they

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have 15 more hit points they deal 15

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more damage you deal minus 10 damage

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there's a damage output gap year of 25

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plus you need to deal an additional 15

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damage to kill access units as they have

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more hit points so you don't want to

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enter and even fight with axes if you

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enter a fight with access you need to

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use those superior numbers or you also

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come in battle against axes you're gonna

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need also your interceptors you're gonna

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need anti-air because axes they have

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extremely good attack bombers they're

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gonna trash your medium and heavy tanks

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you have good regular artillery good

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rocket artillery good sp rocket are to

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use those artery units to kill as many

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axis units that you can without engaging

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in combat if you have enough anti-air

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units in your stacks if you have made

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interceptors you should be fine against

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axes just flood the axes with all your

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troops so that you can slip through the

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lines allies are all about optimization

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so they are quality not quantity so

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they're gonna have a small army it's

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gonna be highly researched you have a

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lot of units that are low in research

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also here be aware if you enter and even

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combat you're gonna drive into a brick

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wall make sure that you use that

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quantity throw as many units at those

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allies as you can be aware of their

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tactical bombers they're gonna tier two

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shreds all your armored units so all

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those artillery militia infantry

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anti-tanks be aware again just like with

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axes make sure you have enough anti-air

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enough interceptors or you can lose

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against allies what you also need to be

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aware of with allies is they have very

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good tank destroyers also sp artillery

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so they can easily counter your medium

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tanks and your heavy tanks without any

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problem the pan asian doctrine gets a

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lot of early game bonuses just like the

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cometarian units but you have more units

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you're slower the penisian doctrine is

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very fast but then again you have a lot

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of units so if they try to slip through

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your lines it's not gonna be possible

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because you're gonna have units

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everywhere penny asian doctrine be very

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careful also here when you enter battle

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they have additional terrain bonuses

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they have extra view range so they're

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gonna see you coming again if you enter

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combat with pan asian it's all about

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quantity through those units at a asian

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player make sure you have a lot of

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interceptors because the penny asian

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doctrine has the best interceptors in

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the game if the pan asian player is

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using air force and you're losing your

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interceptors you're gonna be setting

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duck be aware of that penetration

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doctrine has 10 percent less hit points

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but you deal 10 percent less damage so

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that evens out you have more units they

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have their speed pan asian and

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communitar and doctrine they're pretty

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much balanced i think for the comet and

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doctrine that allies and axes are the

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most dangerous i hope you have enjoyed

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this doctrine guide

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see you for the next video ciao

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Étiquettes Connexes
Cometary DoctrineUnit BonusesGaming GuideStrategy TipsGameplay AdviceCounter TacticsResource ManagementMilitary DoctrineBattle TacticsGame Mechanics
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