![]() A small amount of space marines can hold an entire army off if the front is small enough. Major nations can field an army of space marines, and their strength can take on multiple divisions at once. The AI will absolutely swamp a small beach-head so you need to cause them to spread out both by setting up invasions in places away from your actual invasion, and then once you've sent your main force, those distraction invasions still happen even if all they do is try a small push or just camp ports. therefore a good player should put pressure on the opponent so the opponent cant spare things for space marine Uhm, they usually are cost effective. And then if you have the 3rd naval invasion tech you can invade with an absolute ton of units, some of which you should use as distractions. When you have a large army, the special forces cap should be huge. I never bother with anything under 20 width for combat divisions. Add in Engineers, Recon, Artillery, Maintenance & Signals. These will absolutely flatten infantry even over Rivers.Īs for actual naval invasions, put 2 Amphib 2's and then fill the 20 width with Marines. They don't even use too much special forces cap. Going with Light's for the SPG/SPAA makes them super cheap to build, they are really cheap to upgrade with XP. A division with 40 width and only Bob Semple Tanks is unstoppable because it can fire in every direction. This is an insanely good general purpose armour division especially for the Soviets or United States. Screw Space Marines, just build nothing but Bob Semple tanks, lend lease them from New Zealand if you have to, but you can beep beep your way to dominance. ![]() My recent go to armour template has been:ģ Light Tanks that switch to Amphib 2s once they have been researched & built. Note: Amphib 2's are equivalent to Medium Tank 2's. The pre-BBA equivalent was 13 GA for 24IC at 1940, or 18GA for 26IC if you rushed CAS3. Now you can build a 31 GA aircraft by 1940 for 37IC, using tech that youd pick up naturally for fighters and tanks. Should my marines also be small templates, or do the advantages of a larger, more powerful template in a naval invasion outweigh the risks? Previously, the highest Ground Attack per CAS possible was 18 (22.5 with XP bonuses). I also make my mountaineers small templates to lower the supply cost to try to keep the attrition as low as possible. This is because paradrops are risky and if they are destroyed it minimizes the loss. ![]() My paratrooper template is 10 width but with lots of support companies. I found that my special forces are most effective when made with small templates. Or just paradropping instead of naval invading. I usually just use light tanks to naval invade, and make up for the penalties with every bonus possible. However, I just never get around to making marines in my games. I know marines are useful for naval invading, and I have a little experience so I realize their strength. This is really because I never used them. Even though I have a ton of time spent on this game, I have very little idea of how marine templates should look. ![]()
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