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 Part 1: Land units

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SyberAdmiral
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SyberAdmiral


Posts : 11
Join date : 2013-02-23
Age : 32
Location : Belgrade, Serbia

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PostSubject: Part 1: Land units   Part 1: Land units Icon_minitimeFri Apr 26, 2013 1:20 pm

First of all. This is supposed to be first article in series, which will in detail cover all of units in supremacy1914. However, this is open-conversation post that you can consider, amend and annotate as well!

- strength – movement speed: Land/ Sky / Water - attack radius

Infantry 1.2 - land 36km/h – none – water 21km/h – none


Most basic unit in Supremacy1914. It’s strength significantly depend on moral of province where its deployed. And sligtly goes up (moral) if you conquer some city or win a battle. Moral is actually most imporatant thing, not only for infantry, than almost for all of units (for some units moral is named as condition). For someone, word HEALTH can be good replacement for word MORAL, and that is the way you should look at it. HEALTH! Greater moral (health) your troops posses greater chance your troops will survive! So MORAL/HEALTH of your unit is automatically reflected on strength of the same unit!

Armored car (AC) 1.2 - land 72km/h – none – 21km/h – none

Definitely the fastest land unit in Supremacy1914. Its strength is fixed at 1.2 and can’t be changed. It’s actually equal as 1 infantry unit with maximum moral (100%). In early phase of game it can play a role of tank, where battles are quite smaller, but in greater fights, its usefulness is insignificant. DO NOT USE AC IN MASSIVE BATTLES. However, AC have more tricky things it can do. It is fast! And that is his virtue! First you can use it as reconnaissance unit (if you have to fast reveal some part of map covered with fog of war). Second, it can be quite good as support of massive armies, but NOT its part! When you have to take down some province with 1 unit (that situation happens very often!), and you want to do it fast, so you can accelerate speed of other units, they are perfect for that kind of job!

Tank 4.0 - 36km/h – none – 21km/h – none


Ever played some RPG (MMORPG), than you’ve heard of a tank. Even this is a real tank, it play exactly the same role as other tanks in any other game, and guess what? It does hell of a demage! Do not allow yourself to fight great battles without any tank! Few tanks with significant number of infantry can devastate great army without any tank. Another cool thing its able to do, is that fortresess are piece of cake for him! Fort lvl 5? Exactly the same will happen to any fort. And remember its power incereses with number of infantry and their moral.

Artillery 1.5 – 25km/h – none – 21km/h – 50km


Most useful unit, if you know how to use it. At the beginning, your army will be slowed to speed of slowest unit, so count that your army if you moving your Art. Division with it will be for 1/3 slower then ussual. So sometimes you have to move them separately, depends on situation.
Always cover your artillery division with some meat or steel shield, eg., AC, infantry or tank divison. Even if you fight against AI. Care if there is a background loop, cover all of them. Know this! If you bombard another artillery division never leave them alone, stick them with your troops!
If you have greater artilery corpus, for example 20, 40, 60 (raw artillery division)… And you do not have any support of other units around… and they are goin’ to be attacked by ‘’raw’’ infantry division 150/250/300, do not despair! They are able to handle them with ease! How’s that you are going to ask?! Here is an answer. In large numbers, arts behave like tanks, and thay base demage is 1.5. inf. Division is 1.2, but most probably less. On every hour of fight, your troops (artis) will deal them maximum demage equal to base demage x number of artis. Contrariwise, infantry division will lose their moral every next hour in significant amounts, make their base demage lower. In the end they will become overwhelmed! WAS TESTED! (Most about how this work in another article)

P.S. Don’t know why but love to listen these songs while making havok with my artillery!
https://www.youtube.com/watch?v=7dVfZu76DH4 (especially the end of the song)
& https://www.youtube.com/watch?v=wAmoptV9wdA

Railgun (RG) 3.0 – 13km/h – none – 21km/h – 150km
Highly ungrateful unit! Even hardcore players have to be extremely careful to always put them in the right (safe) place. It’s speed is awful, it depends on railways, and what’s more for cost of ~4 piece of artillery you get only double strength! Remember, against RG’s use military sabotage spies or try to have any conflict or bombardment in it’s province, you will get the railway down, automatically making RG immovable and useless.

PROS: Good for spamming in early phase of game, solid defense against BS’ if you place it at right spot.

CONS: Everyone who is spamming production of RG’s whole game, will get his ass kicked in this way or another at the late game. Plus, everything mentioned ^

P.S. for RG’s --- Build only few of them, place them in right and safe location, only to scare battleships which are lurking around some basin or sea.
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Sandido
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Sandido


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Join date : 2013-02-23

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PostSubject: Re: Part 1: Land units   Part 1: Land units Icon_minitimeSat Apr 27, 2013 6:13 am

I like what you have done here Syber, its very useful and accurate Very Happy
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SyberAdmiral
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SyberAdmiral


Posts : 11
Join date : 2013-02-23
Age : 32
Location : Belgrade, Serbia

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PostSubject: Re: Part 1: Land units   Part 1: Land units Icon_minitimeThu May 16, 2013 6:30 am

Affirmative captain! Really hope that someone will find this useful! Like a Star @ heaven

Part for ~air~ and ~naval~ units coming SooN! Very Happy
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PostSubject: Re: Part 1: Land units   Part 1: Land units Icon_minitime

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