| Thursday, July 26, 2012 - 07:26 pm |
To raid a C3 country at war level 3 I only use 3 types of weapons which are...
1000 Offensive anti aircraft missile batteries, 1000 mid range missile batteries and 1000 heavy Artillery. All at quality 250.
Also with 15000 anti aircraft missiles, 30000 mid range missiles and 2500000 Heavy artillery Shells. All at quality 120.
The first thing you do when attacking is by first..... taking out all the helicopter wings using your offensive anti aircraft missile batteries, but not the interceptor wings as they can not attack ground units and will save you ammo from taking them out.
Then second use your mid range missile batteries which will take out all the defensive weapons that are stationed at cities and forts etc... then thirdly use your heavy Artillery to finish off and destroy the cities and forts etc... and keep on repeating this process until the country surrenders.
Also do not forget to set up supply units to resupply your units.
Or Rapid deployment units with rapid deployment ammo if you are planning to attack a country who is not next door to you. Which you also need to setup Air transport units to airdrop those units.
Although if you're at a lower war level you won't this much in terms of weapons and ammunition.
Whoever tries these battle tactics I hope it helps, because if you want to make a lot of game money in a short time, war is the best option. Without lots of money and battle experience, nobody will be able to preach their political ideologies or gain influence on the world they are on.
| Saturday, October 6, 2012 - 06:29 am |
Thank you for the info. Have you learned anything else since?
| Saturday, October 20, 2012 - 02:12 am |
Why use 120 quality ammo with 250 quality weapons? Does higher quality ammo make no difference?
| Saturday, October 20, 2012 - 05:50 am |
120Q ammo will affect Q250 weapons when they are put into units.
The higher the Q for weapons/ammo makes a great difference.
On a side note, pay attention to the Q of the units of the country you are fighting. If your fighting Q in each unit is higher than the Q of the units you are attacking, then the losses of your units will be alot less.
| Saturday, October 20, 2012 - 11:43 am |
Thats ok then cause Ive been buying high quality ammo. Thx
| Saturday, October 20, 2012 - 04:24 pm |
The fighting ability of a unit is the average of the weapon quality and the ammo quality. I.e, 120 ammo with 250 weapons will make a 185 unit.
| Saturday, October 20, 2012 - 05:01 pm |
Ok so 185 is pretty high but how well would a 185 unit do versus a 250 unit? Does the unit quality go to 350 since weapons quality max is 350? Is that how it works?
| Saturday, October 20, 2012 - 05:12 pm |
yes. FB goes higher in fact. If your unit is weaker than the enemy then obviously you will fare worse. I dont believe anyone has quantified this into actual numbers but suffice to say its a common sense thing.
In the higher war levels I have heard that its virtually a must to have max Q units. Else you are going to use a lot of weapons. In a real war it could be the difference between winning and losing.
| Wednesday, October 24, 2012 - 09:58 am |
Unit quality is 50% determined by weapon quality and 50% determined by ammo quality.
It's difficult to precisely determine the effect of unit quality due to the randomness factor, but my previous "research" indicated that the effect of quality played out like this:
Q = Unit Quality
B = Base Firepower, stand-in value for (Hit Rate * Damage) before quality is considered.
F = Final Firepower
Xa = denotes attacker
Xd = denotes defender
F cannot be greater than 1
Ba * Qa / Qd = Fa
Bd * Qd / Qa = Fd
Ammo use per weapon is constant.
As you see, quality is effectively counted in two directions, meaning that higher quality provides "more bang for the buck".
Important to note: doubling the unit quality means it takes half the ammo to destroy a target.
Important to note: the way the "16 round" system works means the more you can destroy, the weaker the attack/counterattack in the next round will be.
Long story short: the effectiveness of your military increases much faster than the cost, making the optimal quality the highest quality possible.
Side note: Using low quality ammunition makes sense if the military unit is mostly composed of much larger quantities of cheaper, high quality ammunition for another weapon, (much like with ASQ in corporations). For example, a military unit with 990,000 Heavy Artillery shells at 240 Q and 10,000 Mid Range Missiles at 120 Q will have the ammunition component of unit quality at 238.8 Q. This is a good way of handling unit quality rather than buying all ammunition on the cheap.