When playing as Comintern I typically don’t upgrade my troops more than level 3 or even 2. This maximizes the Comintern doctrine’s #1 quality: quantity.
This is by far your best video until now! You have really improved. This format is amazing. Thanks so much for what you are doing, please keep up the great work!!!
February 22nd, 2022 Release Notes: For all doctrines: The Rocket Artillery's damage against light armour units at level 1 was decreased from 2.5 to 2.2 January 26th, 2022 Release Notes: Comintern doctrine unique unit buffs: The production time buff for Medium Tanks was increased from 15% to 20% The production time buff for Infantry units was increased from 20% to 30% The upkeep cost reduction for Infantry units was increased from 15% to 20% A production time buff of 20% was added for Rocket Artillery units. The hitpoints of Attack Bombers were increased +15%. The production time of Attack Bombers was decreased by -15%.
Comintern and axis buff are kinda similar. For axis you get +15% HP and Dmg but for 10% extra cost. This means overall 20% extra stats with 10% split each in HP and Dmg. Meanwhile Comintern is 15% reduced cost while you get -10% dmg. This means you basically get +15% HP and +5% Dmg overall. But the difference is you won’t feel the -15% cost early which is what separates axis from being an early game doctrine while Comintern becomes a late game doctrine amplified by reduce up keep which becomes a lot as the days passes.
Comintern is the doctrine I'm best with even it's not my favorite. Being able to dump resources into resource production, while building basic troops always puts me in a good place, but if I could be forgiven for saying so some of the rules suggested here might lead to a predictable strategy no? I mean when I play as Yugoslavia I hold off on building rocket artillery, and if a Comintern nation wants for steel I do sometimes build air units. Catches the enemy off guard every time.
Oh yes, it makes you predictable. I'm just pointing out the strong and weak points of the doctrine and their best units to help players along. Once you have mastered the docr you should try to adopt other tactics and think outside of the box.
Hey man, it's me again ! Now that you've covered all the doctrines of the game, could you provide us which doctrine is your favorite ? Thanks for the guides man, i'm learning a lot by just watching these
I said in the Pan-Asian doctrine video that its my favourite doctrine. The increased speed and terrain bonuses is something that veteran players really can exploit.
for an Axis country, Comitern countries are good to go against early game since their armies won't usually have enough time to develop early game. In both times I played as an axis I attacked a comitern country first thing and I was able to take it over in about 2-3 days with maybe about 75% of my strength.
Yes it is feasible. Axis has the advantage that all its starting units deal 15% more damage but they also have extra hit points so they are harder to kill. Whereas the comintern starting units have the disadvantage of a -10% damage output penalty. So there is a damage output gap of 25%. However if your Comintern neighbor is familiar with Axis tactics he will produce militia, anti tank, rocket artillery and regular artillery.am All those units are cheap, get additional bonuses, counter axis and he will use the terrain against you.
Day 3 I had 60+ katyushas with USSR, 10 stacks of 6’s. I always brough 3 stacks at once to the critical point of the frontline and one shotted germany’s best units.
@@BMfoxCallofWar hahaha I enjoy it. Germany is always surprised when he meets my defense line between Leningrad-Moscow-Luhansk. Level 3 bunkers, all my forces stacked there. Germany is so confident until he faces that line. Then he’s stopped and time for my comeback, the race for berlin. It feels good to troll germany, make him believe he’s winning then boom. I stopped playing this game because I enjoy it too much and spend a lot of time on it. The german attack is always an adrenaline rush for both sides.
Do you build Rocket Artillery as Comitern or instead focus on regular Artillery because of the cheaper cost? Or do you instead focus on lesser Armies with both forms of Artillery united? Also why does your game look so different from mine lol, Great Video! Sorry for all the questions haha
That game was recorded a while back before the new client and graphics. For Comintern doctrine especially in the early game RA is far superior to artillery. Artillery counters heavy armour of which there are little in the early game. Most importantly RA counters regular artillery. As the game progresses and more heavy armour is in the game, the importance of artillery increases.
@@BMfoxCallofWar I see thanks a lot for the fast answer. Also I discovered today that they changed the reinforcement system during battle. Now the units you send to an ongoing battle join up with the force currently in battle instead of attacking separately. In case you didn't know.
@@powerdude6835 it depends. If your march is set to the next way point while in battle then units don't merge. If you reinforce from the direction in which the march of your enemy is set then you don't merge neither. In the other cases your units will merge but there is a 20% chance factor involved where your units won't merge.
This may sound stupid but artillery could be a good counterattack against ships if said ships are close to land. Of course I recommend I recommend naval bombers or ships to attack but artillery could be used as a last resort
How would you defend against a day 1 axis attack which includes light tanks and motorized infantry? Would you produce a lot more militia to beat them with numbers?? Especially if this was a world at war map.
As soon as I start a game as comintern, I produce artillery, anti tank and armoured cars. As soon as you have the RA research done you also produce those and then you can basically withstand any attack. Especially if you use the terrain to your avantage like hills and mountains where your AT and Arty get a 50% bonus. It's a very cheap strategy and combined with your doctrine specifics you can afford to enter in a war of attrition. Axis can't as the units that you have mentioned are expensive. I'll demonstrate it in the 2000 subs game.
Also, is only using infantry, anti-tank, anti-air, artillery, rocket artillery and only using armored cars for tanks a good idea? I played against a player using this strategy and I lost
@@nibspro3516 sure, I do it all the time with Comintern. Infantry and armoured cars stop all unarmoured units, the anti tank defeat the armoured units, AA gives cover against air and the arty, RA grind the enemy slowly but surely. It's very hard to counter.
In the mid game you add in rocket fighters, SP RA stacked with armoured cars. You can also make RRG stacks with militia, AT and AA. If you have a coastline produce subs and naval bombers.
At the late game allies will be the most dangerous thing for commintern becuase they have good sp artillery,Tank Destroyer,And will be covered by anti air, So to counter them is by using Raiload gun, if allies make raiload gun too dont worry because for raiload there is no upgrade for it, also allies get penalty -10% slower To counter the axis doctrine Just spam Anti tank
I've only covered the units which get doctrine bonuses, the rest is up to you.RRG are the slowest unit in the game. It is a defensive unit used to defend key positions. Many players mistake it for an offensive unit. They are very expensive compared with their damage output and need a lot of support units as protection. Better to use those upgrades for your artillery. Level 3 artillery has the same stats and speed as SP artillery.
It isn't, early on you have rocket artillery which is OP in early game. As your units are cheap it is very easy to build up your economy and to produce units in stop. In the late game to you can field giant armies and overrun your opponent.
It will be yours once the province has 31% morale. Until then garrisson it with a unit of minimum 6 damage output or take a capital before day change to increase morale.
The comintern doctrine air branch is the only that doesn't get any bonus. Combined with their 10% damage output penalty it's being the weakest of all doctrines. Better to only make interceptors and AA. Let the perfect tank branch and artillery do the heavy lifting.
@@BMfoxCallofWar you see the air force unlike the tanks and artillery is flexible you can't move troops around your country as easily, it also allows you to have little casualties against troops which don't have anti-air
@@BMfoxCallofWar Yes, but lets say they have a gigantic stack which Is going to break through with planes you can destroy It before it breaks through as It can come and support quickly it also allows you to chase down any troops which have broken though the line
@@CatiosPizza planes take too much damage when attacking large stacks. They are mainly used against single units, against reinforcements moving to the front, small stacks without AA and poorly protected artillery.
Island nations win less games overall as they put you in a disadvantage. Yes you can fortify them well if you know what your are doing but your expansion is hampered in the early game. It leaves you at an economical disadvantage that is hard to catch up with.
Does it work spend 19500 gold on militia projects? I am playing Venezuela in a private and full HHW, and i have a quite long peace of 10 days... I saw your video and it's nice but quite old (lol), do you have some advices? Brasil and Argentina are in coalition, and my allies are Perù and more or less Usa as well, i hope i won't get defeated on the first day (sorry for the traslation, i'm italian) 😅
You don't need to use militia. Don't waste your manpower on that. They are more a last resort defensive unit or an ambush unit if the enemy doesn't use scout units.
It's the second day and I've reserched AT (lev. 3), rocket artillery, and medium tank. I am spamming militia, and before the peace ends i'll research them at Level 3
@@mortadellone1104 militia costs a lot of manpower if you take in account the little damage that they deal. You could have used that manpower to produce offensive units and have a larger impact.
Also Comintern air is not the weakest. It’s actually pan asia. Comintern doctrine get reduce cost at least while pan asia’s biggest strength, terrain bonus, does not apply for air or navy. Speed and view range kind of doesn’t matter for air units since planes are already the quickest units. But pan asia get specific bonus to battleships, carriers, interceptors and naval bombers which makes those type of units the strongest in pan asia. But all other type of bomber end up being bad cause they get nothing.
The comintern air IS the weakest and get barely any bonusses compared to the other doctrines. Together with their lower damage output they are very weak against Pan Asian. Even Allies sucks vs Pan Asian. What good are your bombers if they get picked of Pan Asian interceptors. The Pan Asian interceptors are faster and have a larger view range speed, view and stealth are extremely important in air vs air. This makes Pan Asian interceptors very dangerous. Their bombers don't get bonuses you say but you forget about the naval bombers. Of course they can't give all bombers bonuses as that would be overpowered. No other doctrine gets more than two air unit bonusses so that's not an argument. Also the combination of view and speed compared with unit bonuses for naval bombers and battleships make Pan Asian very dangerous at sea.
@@BMfoxCallofWar can you explain why view and stealth is important in air to air? Usually it’s should be more important for land units right? Also planes shouldn’t planes only be stealth in your own territory under fog of war? But enemies would see them anyways when they fly over their territory correct?
@@saosaqii5807 Pan Asian ints have a bigger patrol circle. There's also an exploit where at the edge of the patrol circle you deal exponentially more damage and you take almost no defensive damage. So if you have land units that you know will get attacked by bombers then you put the edge of your patrol circle over that unit. When the enemy will come with bombers to patrol over your units they won't see your interceptors. Thanks to the bigger patrol circle, the Pan Asian interceptors will be in the fog of war. As soon as your patrol ticks those bombers will take a beating. Only Pan Asian can pull this off.
Actually, Kakausus is a reaaly good country. If you are a Militia main(they get a mountain bonus) they are very good. Plus, Rostov produces 7k rare materials per day. And tehir neighbours arent very big or strong.
When playing as Comintern I typically don’t upgrade my troops more than level 3 or even 2. This maximizes the Comintern doctrine’s #1 quality: quantity.
That strategy works on small maps indeed but on large maps you need to upgrade or your inferior units will get obliterated.
Air Force momen
This is by far your best video until now! You have really improved. This format is amazing. Thanks so much for what you are doing, please keep up the great work!!!
It's a learning on the job kind of thing 😉
@@BMfoxCallofWar maybye you can do that as a mod as well? I heard you had deleted some spam-ish advertisers in discord who had 28 hours between ads
February 22nd, 2022 Release Notes:
For all doctrines: The Rocket Artillery's damage against light armour units at level 1 was decreased from 2.5 to 2.2
January 26th, 2022 Release Notes:
Comintern doctrine unique unit buffs:
The production time buff for Medium Tanks was increased from 15% to 20%
The production time buff for Infantry units was increased from 20% to 30%
The upkeep cost reduction for Infantry units was increased from 15% to 20%
A production time buff of 20% was added for Rocket Artillery units.
The hitpoints of Attack Bombers were increased +15%.
The production time of Attack Bombers was decreased by -15%.
Comintern and axis buff are kinda similar.
For axis you get +15% HP and Dmg but for 10% extra cost. This means overall 20% extra stats with 10% split each in HP and Dmg.
Meanwhile Comintern is 15% reduced cost while you get -10% dmg.
This means you basically get +15% HP and +5% Dmg overall.
But the difference is you won’t feel the -15% cost early which is what separates axis from being an early game doctrine while Comintern becomes a late game doctrine amplified by reduce up keep which becomes a lot as the days passes.
Which is exactly why I love Comintern doctrine but it leaves you very vulnerable in the early game.
When I play Comintern, I join a coalition early game for defensive help
This video helped me a lot as my favorite doctrine is comintern.
You can also check the Comintern build order.
Thanks for the guide, I am sure it would be really useful when I play a Comintern country.
Comintern is the doctrine I'm best with even it's not my favorite. Being able to dump resources into resource production, while building basic troops always puts me in a good place, but if I could be forgiven for saying so some of the rules suggested here might lead to a predictable strategy no? I mean when I play as Yugoslavia I hold off on building rocket artillery, and if a Comintern nation wants for steel I do sometimes build air units. Catches the enemy off guard every time.
Oh yes, it makes you predictable. I'm just pointing out the strong and weak points of the doctrine and their best units to help players along. Once you have mastered the docr you should try to adopt other tactics and think outside of the box.
Hey man, it's me again !
Now that you've covered all the doctrines of the game, could you provide us which doctrine is your favorite ?
Thanks for the guides man, i'm learning a lot by just watching these
I said in the Pan-Asian doctrine video that its my favourite doctrine. The increased speed and terrain bonuses is something that veteran players really can exploit.
@Science lover sanjeev I did once on the historical in the Classic era
@Science lover sanjeev check the Pan Asian doctrine video.
I haven't finished the video yet but im sure this will help me a ton
for an Axis country, Comitern countries are good to go against early game since their armies won't usually have enough time to develop early game. In both times I played as an axis I attacked a comitern country first thing and I was able to take it over in about 2-3 days with maybe about 75% of my strength.
Yes it is feasible. Axis has the advantage that all its starting units deal 15% more damage but they also have extra hit points so they are harder to kill. Whereas the comintern starting units have the disadvantage of a -10% damage output penalty. So there is a damage output gap of 25%. However if your Comintern neighbor is familiar with Axis tactics he will produce militia, anti tank, rocket artillery and regular artillery.am All those units are cheap, get additional bonuses, counter axis and he will use the terrain against you.
All the doctrines are covered what you plan on doing next? Grrat video
Plenty of stuff as already been recorded and plenty more ideas are in the pipe line. It's the editing that is really time consuming.
@@BMfoxCallofWar how about a Dr.debitcard vs bmfox 1v1 when ever you have freetime
Thank you for your videos, very very helpful
These vids are so helpfull as a new player ty man keep up the good work :)
in other words: this doctrine sux and should never been used
I used to spam katyushas. Works 90% of the time
Day 3 I had 60+ katyushas with USSR, 10 stacks of 6’s. I always brough 3 stacks at once to the critical point of the frontline and one shotted germany’s best units.
@@decombatnfl3639 Which is the reason why I don't play HWW. It's unbalanced AF.
@@BMfoxCallofWar hahaha I enjoy it. Germany is always surprised when he meets my defense line between Leningrad-Moscow-Luhansk. Level 3 bunkers, all my forces stacked there. Germany is so confident until he faces that line. Then he’s stopped and time for my comeback, the race for berlin.
It feels good to troll germany, make him believe he’s winning then boom.
I stopped playing this game because I enjoy it too much and spend a lot of time on it.
The german attack is always an adrenaline rush for both sides.
Do you build Rocket Artillery as Comitern or instead focus on regular Artillery because of the cheaper cost? Or do you instead focus on lesser Armies with both forms of Artillery united? Also why does your game look so different from mine lol, Great Video! Sorry for all the questions haha
That game was recorded a while back before the new client and graphics.
For Comintern doctrine especially in the early game RA is far superior to artillery. Artillery counters heavy armour of which there are little in the early game. Most importantly RA counters regular artillery. As the game progresses and more heavy armour is in the game, the importance of artillery increases.
@@BMfoxCallofWar I see thanks a lot for the fast answer. Also I discovered today that they changed the reinforcement system during battle. Now the units you send to an ongoing battle join up with the force currently in battle instead of attacking separately. In case you didn't know.
@@powerdude6835 it depends. If your march is set to the next way point while in battle then units don't merge. If you reinforce from the direction in which the march of your enemy is set then you don't merge neither. In the other cases your units will merge but there is a 20% chance factor involved where your units won't merge.
@@BMfoxCallofWar oh wow okay
How would you defend against navy attacks on coastal cities? naval bombers?
Depends what units, if it are cruisers then your navy will get wrecked. You should watch the naval guide.
This may sound stupid but artillery could be a good counterattack against ships if said ships are close to land. Of course I recommend I recommend naval bombers or ships to attack but artillery could be used as a last resort
@@monkemilitia Navy can't conquer provinces. Land units and artillery can however so better preserve them.
yo visionary00 starting my first 30 player as russia after i get educated thanks bmfox i pray for your success..... i told you so😊
How would you defend against a day 1 axis attack which includes light tanks and motorized infantry? Would you produce a lot more militia to beat them with numbers?? Especially if this was a world at war map.
As soon as I start a game as comintern, I produce artillery, anti tank and armoured cars. As soon as you have the RA research done you also produce those and then you can basically withstand any attack. Especially if you use the terrain to your avantage like hills and mountains where your AT and Arty get a 50% bonus. It's a very cheap strategy and combined with your doctrine specifics you can afford to enter in a war of attrition. Axis can't as the units that you have mentioned are expensive. I'll demonstrate it in the 2000 subs game.
Ok, Thank you
Also, is only using infantry, anti-tank, anti-air, artillery, rocket artillery and only using armored cars for tanks a good idea? I played against a player using this strategy and I lost
@@nibspro3516 sure, I do it all the time with Comintern. Infantry and armoured cars stop all unarmoured units, the anti tank defeat the armoured units, AA gives cover against air and the arty, RA grind the enemy slowly but surely. It's very hard to counter.
In the mid game you add in rocket fighters, SP RA stacked with armoured cars. You can also make RRG stacks with militia, AT and AA. If you have a coastline produce subs and naval bombers.
At the late game allies will be the most dangerous thing for commintern becuase they have good sp artillery,Tank Destroyer,And will be covered by anti air,
So to counter them is by using Raiload gun, if allies make raiload gun too dont worry because for raiload there is no upgrade for it, also allies get penalty -10% slower
To counter the axis doctrine
Just spam Anti tank
I've only covered the units which get doctrine bonuses, the rest is up to you.RRG are the slowest unit in the game. It is a defensive unit used to defend key positions. Many players mistake it for an offensive unit. They are very expensive compared with their damage output and need a lot of support units as protection. Better to use those upgrades for your artillery. Level 3 artillery has the same stats and speed as SP artillery.
You could make extensive use of artillery both sp and sp rocket against allies without go in melee attack like for axis
Comintern is generally weak
It isn't, early on you have rocket artillery which is OP in early game. As your units are cheap it is very easy to build up your economy and to produce units in stop. In the late game to you can field giant armies and overrun your opponent.
How can I actually claim the land that I have gotten from invading other countries
It will be yours once the province has 31% morale. Until then garrisson it with a unit of minimum 6 damage output or take a capital before day change to increase morale.
I disagree with your opinion on not producing Planes as they are still op although they may not have a commintern boost
The comintern doctrine air branch is the only that doesn't get any bonus. Combined with their 10% damage output penalty it's being the weakest of all doctrines. Better to only make interceptors and AA. Let the perfect tank branch and artillery do the heavy lifting.
@@BMfoxCallofWar you see the air force unlike the tanks and artillery is flexible you can't move troops around your country as easily, it also allows you to have little casualties against troops which don't have anti-air
Which is why I stated that you need interceptors. You always need interceptors, no matter which doctrine, to keep your airspace safe.
@@BMfoxCallofWar Yes, but lets say they have a gigantic stack which Is going to break through with planes you can destroy It before it breaks through as It can come and support quickly it also allows you to chase down any troops which have broken though the line
@@CatiosPizza planes take too much damage when attacking large stacks. They are mainly used against single units, against reinforcements moving to the front, small stacks without AA and poorly protected artillery.
3 anti air 6 militia 2 anti tank 5 artillery 18 infantry 4 armoured car 1 interceptor 2 destroyer
Also also what do you think of Comintern as an island nation of Caribbean in WAW? I’m a big fan of islands and Caribbean is the only Comintern island.
Island nations win less games overall as they put you in a disadvantage. Yes you can fortify them well if you know what your are doing but your expansion is hampered in the early game. It leaves you at an economical disadvantage that is hard to catch up with.
you are great!
Thanks 😊
the exitement in the air, .. i have to rewatch it because you make me doubt if I did get the patrolling function right or not.
Aircraft are amazing on information on ai players
I have a full nation next to me but i know where thier units are
Does it work spend 19500 gold on militia projects? I am playing Venezuela in a private and full HHW, and i have a quite long peace of 10 days... I saw your video and it's nice but quite old (lol), do you have some advices? Brasil and Argentina are in coalition, and my allies are Perù and more or less Usa as well, i hope i won't get defeated on the first day (sorry for the traslation, i'm italian) 😅
You don't need to use militia. Don't waste your manpower on that. They are more a last resort defensive unit or an ambush unit if the enemy doesn't use scout units.
It's the second day and I've reserched AT (lev. 3), rocket artillery, and medium tank. I am spamming militia, and before the peace ends i'll research them at Level 3
@@mortadellone1104 your militia is pretty bad. You need to use the build order that I've used in the 2000subs Pacific game.
@@BMfoxCallofWar interesting, is really that bad infantry? I alredy made 10 militia in 3 infantry, and yes now i am without manpower
@@mortadellone1104 militia costs a lot of manpower if you take in account the little damage that they deal. You could have used that manpower to produce offensive units and have a larger impact.
nice!
Damn, so gud
Also Comintern air is not the weakest. It’s actually pan asia. Comintern doctrine get reduce cost at least while pan asia’s biggest strength, terrain bonus, does not apply for air or navy. Speed and view range kind of doesn’t matter for air units since planes are already the quickest units.
But pan asia get specific bonus to battleships, carriers, interceptors and naval bombers which makes those type of units the strongest in pan asia. But all other type of bomber end up being bad cause they get nothing.
The comintern air IS the weakest and get barely any bonusses compared to the other doctrines. Together with their lower damage output they are very weak against Pan Asian. Even Allies sucks vs Pan Asian. What good are your bombers if they get picked of Pan Asian interceptors. The Pan Asian interceptors are faster and have a larger view range speed, view and stealth are extremely important in air vs air. This makes Pan Asian interceptors very dangerous. Their bombers don't get bonuses you say but you forget about the naval bombers. Of course they can't give all bombers bonuses as that would be overpowered. No other doctrine gets more than two air unit bonusses so that's not an argument. Also the combination of view and speed compared with unit bonuses for naval bombers and battleships make Pan Asian very dangerous at sea.
@@BMfoxCallofWar can you explain why view and stealth is important in air to air? Usually it’s should be more important for land units right? Also planes shouldn’t planes only be stealth in your own territory under fog of war? But enemies would see them anyways when they fly over their territory correct?
@@saosaqii5807 Pan Asian ints have a bigger patrol circle. There's also an exploit where at the edge of the patrol circle you deal exponentially more damage and you take almost no defensive damage. So if you have land units that you know will get attacked by bombers then you put the edge of your patrol circle over that unit. When the enemy will come with bombers to patrol over your units they won't see your interceptors. Thanks to the bigger patrol circle, the Pan Asian interceptors will be in the fog of war. As soon as your patrol ticks those bombers will take a beating. Only Pan Asian can pull this off.
Alberta is good choice too . 😅
Actually, Kakausus is a reaaly good country. If you are a Militia main(they get a mountain bonus) they are very good. Plus, Rostov produces 7k rare materials per day. And tehir neighbours arent very big or strong.
try Romania u can produce a lot of RA and others units
Hey why not make a video on an alternative unit bulid. It makes sense
Watch the Comintern build order. It has different builds and is more recent.
BM Fox, does the BM stand for anything? Just curious.
Those are the initials of the school where I worked when my students have introduced me to Call of War.
@@BMfoxCallofWar ah I see
Artillery 5
Should u ever Upgrade infantry, if yes, when?
Skip level 2 and upgrade straight to level 3
What? How is it possible to skip?
@@fre1040 you can always skip as many levels as you want
@@BMfoxCallofWar so up to day 3 I don't get any infantry?
Destroyer 2
Cruiser
and best countries in world at war 100p ? 😅
I don't know, I haven't played them all yet 😅
@@BMfoxCallofWar i had take Khabarovsk or comunist china pretty nice position but need to study better
Are malitia really worth it?
Yes, the are OP at level 4 for comintern.
Please, Russian subtitles for your beautiful videos.
If you activate "CC" in the right bottom video you'll have subtitles in Russian.
Anti tank 2
I fit all your alliance requirements can i join
I'm not convinced that a moderator and a chat banned multi would make the best combination 👻🤣
@@BMfoxCallofWar the best troll and the best mod would be a dealdy combo
which is your favorite doctrine BM Fox?
Pan Asian
Fk