Tactics: Difference between revisions
Knightlord07 (talk | contribs) (Created page with "This is the tactics page learn each tactics advantage & disadvantage stuff here ==Basic tactics== There is many ways to win a game depends on what kind of tactics you use & perform with. The basic tactics that new/beginner players need to start with infantry to get some neutral props to get a steady income advantage to your opponents, once you have a good steady income you can build a stronger units such as recon or tanks (depends on your opponents respond going be?)...") |
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==Walling tactics== | ==Walling tactics== | ||
The Walling tactics is an defensive tactics that you will form a line from x or y (depending on which map you play one) then you made a wall of infantries backup with indirect units such as artillery or rockets for support, then if you already form an wall and begin to march your opponents units they have a little chance to repeal against your wall tactics (if you prepare for some tanks as a backup walls), when it your turn start using indirect units to blast their units | The Walling tactics is an defensive tactics that you will form a line from x or y (depending on which map you play one) then you made a wall of infantries backup with indirect units such as artillery or rockets for support, then if you already form an wall and begin to march your opponents units they have a little chance to repeal against your wall tactics (if you prepare for some tanks as a backup walls), when it your turn start using indirect units to blast their units away from your walls or just swap your injured units for a fresh new one or put a tougher units to hold that wall intact then once your wall still alive you can make a push that will make your opponent suffer the most defeat. | ||
'''Strength''' | |||
* Can hold off incoming opponents assault depends on what units you field in | |||
* Can be easy to swap out an injured unit for a replacement, join them to keep them intact or stronger unit such as tanks can make your walls even more durable | |||
* With indirect support such as artillery or rocket can turn the tide to your favour | |||
* Indirect & defensive co's will favour this tactic the most of it | |||
* A backup wall will be handy if your first wall is destroyed | |||
'''Weakness''' | |||
* Can be destroyed with stronger units | |||
* Movement & offensive co's can smash the wall and break their indirect support make them very useless | |||
* It will cost you lots of funds to build a unit wall | |||
* Cheap unit such as infantry can be destroy that easy | |||
This favour defensive, support & indirect co's | |||
==Hit n Run== | ==Hit n Run== | ||
The hit n run tactics is very useful for fog of war (FOW) usually you can just attack opponent units on sight then during your turn if your opponent manage to attack your unit you can send that injured units | The hit n run tactics is very useful for fog of war (FOW) usually you can just attack opponent units on sight then during your turn if your opponent manage to attack your unit you can send that injured units into a forest, ruins, reef or any tiles that will hide your units sight away from opponents units sight. | ||
==Blitzkrieg/Lightning Strike== | ==Blitzkrieg/Lightning Strike== | ||
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But there is many of co's COW have to offer or you can try out mods creators co's if you want to take a spin their mods | But there is many of co's COW have to offer or you can try out mods creators co's if you want to take a spin their mods | ||
==Box Formation/Square Formation== | |||
The Box formation is a defensive type tactics you can make a square (box) formation with cheap infantry or tougher units such as tanks & back it up with indirect like artillery, rocket or sniper, while the center can be an rocket or a CO boarded units will boost your units combat abilities up make your box formation even tougher if you play with a defensive co type. | |||
'''Strength''' | |||
* Useful to make a last stand | |||
* A backup box can be useful if the first box is destroyed | |||
* Land & air units can support the box formation | |||
* CO zone can help greatly for this formation | |||
'''Weakness''' | |||
* Need funds to to build that box formation | |||
* Infantry can be destroy that easy if the backup didn't arrive soon enough | |||
* There will be some easy breakable wall that is backing up with indirect units | |||
* Any power can destroy this formation | |||
This favour defensive, support & indirect co's | |||
==Other tactics== | ==Other tactics== | ||
If there are any tactics you made from other games like Total War series or any game involving with tactical experiences if you just make a experiences of that and put into AW tactics you made. | If there are any tactics you made from other games like Total War series or any game involving with tactical experiences if you just make a experiences of that and put into AW tactics you made. | ||
[[category:Gameplay]] |
Latest revision as of 00:03, 29 October 2023
This is the tactics page learn each tactics advantage & disadvantage stuff here
Basic tactics
There is many ways to win a game depends on what kind of tactics you use & perform with.
The basic tactics that new/beginner players need to start with infantry to get some neutral props to get a steady income advantage to your opponents, once you have a good steady income you can build a stronger units such as recon or tanks (depends on your opponents respond going be?)
If your opponent failure to respond from your unit build then you have advantage against your opponent.
Saving funds is a good idea but you might lose the capturing phase if your opponent grab those props before you.
Try to think some ways to outsmart your opponents plans & you win simple.
Walling tactics
The Walling tactics is an defensive tactics that you will form a line from x or y (depending on which map you play one) then you made a wall of infantries backup with indirect units such as artillery or rockets for support, then if you already form an wall and begin to march your opponents units they have a little chance to repeal against your wall tactics (if you prepare for some tanks as a backup walls), when it your turn start using indirect units to blast their units away from your walls or just swap your injured units for a fresh new one or put a tougher units to hold that wall intact then once your wall still alive you can make a push that will make your opponent suffer the most defeat.
Strength
- Can hold off incoming opponents assault depends on what units you field in
- Can be easy to swap out an injured unit for a replacement, join them to keep them intact or stronger unit such as tanks can make your walls even more durable
- With indirect support such as artillery or rocket can turn the tide to your favour
- Indirect & defensive co's will favour this tactic the most of it
- A backup wall will be handy if your first wall is destroyed
Weakness
- Can be destroyed with stronger units
- Movement & offensive co's can smash the wall and break their indirect support make them very useless
- It will cost you lots of funds to build a unit wall
- Cheap unit such as infantry can be destroy that easy
This favour defensive, support & indirect co's
Hit n Run
The hit n run tactics is very useful for fog of war (FOW) usually you can just attack opponent units on sight then during your turn if your opponent manage to attack your unit you can send that injured units into a forest, ruins, reef or any tiles that will hide your units sight away from opponents units sight.
Blitzkrieg/Lightning Strike
Blitzkrieg is really useful for movement type co's with firepower, act again co's or just movements in general you can rush your tanks head on while other units such as infantries will cap any opponent props (if they are unguarded) you can support that capping infantries with tanks to support it defense from any of opponents units attacks, but you can rush with ground direct vehicles & aircrafts to destroy many of your opponents units much as possible to inflict some heavy damage toward your opponent side.
CO zone effects
The Co zone effects will buff your units surrounding your own units give them a better advantage against your opponents (Depends on what co's you choose) you can go on aggressive or be on defensive (depends on your playstyle).
CO's type
There some co's favour with certain units like Max or Grit, money co's like Colin or Sasha, want to heal my soldiers up like Caulder but need to spend funds on healing.
But there is many of co's COW have to offer or you can try out mods creators co's if you want to take a spin their mods
Box Formation/Square Formation
The Box formation is a defensive type tactics you can make a square (box) formation with cheap infantry or tougher units such as tanks & back it up with indirect like artillery, rocket or sniper, while the center can be an rocket or a CO boarded units will boost your units combat abilities up make your box formation even tougher if you play with a defensive co type.
Strength
- Useful to make a last stand
- A backup box can be useful if the first box is destroyed
- Land & air units can support the box formation
- CO zone can help greatly for this formation
Weakness
- Need funds to to build that box formation
- Infantry can be destroy that easy if the backup didn't arrive soon enough
- There will be some easy breakable wall that is backing up with indirect units
- Any power can destroy this formation
This favour defensive, support & indirect co's
Other tactics
If there are any tactics you made from other games like Total War series or any game involving with tactical experiences if you just make a experiences of that and put into AW tactics you made.