Happy to see you back. Hope you're doing well. Remember that we're supporting you in all that you do. You already have a large amount of good content on CoN. Piece of advice: your viewers will understand if you need to take time off posting; if you don't feel like making content and are very much occupied with another task, you can hold it off.
I think you played against me and whooped my ass once. Bravo. I have been thinking of a combined tank, mobile Artie, aa gun, Sam and infantry (either mobile or armoured) grouping, but I never use much more than five units. Air units I prefer to hit people head on with a whole wing of aircraft, and I also love to use LOTS of airfields, to aid in mobility and so I can have air units within short hitting distance of my targets. Also, I’ve recently found that as soon as you can, annex a city, as soon as possible, your effectiveness will go through the roof, and airfields and defending aa units should be decentralized as much as possible, to minimize damage when hit.
I have a different view. Airfields are necessary, but "LOTS" of them get expensive and means fewer combat units. Annexing cities is generally late game, and only if you need (e.g. port) it or have unlimited resources.
They have higher soft attack in trade for defence and don’t have much debuffs but don’t have good buffs unless you upgrade them,however having too many of them can drain your income significantly,making sabotage and intelligence missions very limited ,they can’t conquer on their own and need assistance (just like irl) to conquer,but I prefer spetnaz because they : Scout :provide exact composition Cost components initially,but maintained by supplies Strong stats with op combat bonuses Have nbc protection Ignore entrenchment bonuses Like drones they can be on other’s territory without needing declaring war,which is mind-bending I used it to destroy air defence systems and even a ICBM launcher
Hi NICK, is this stack good as a ground force ? -2 mechanized/motorized infantry/marines battalion, depends on situation -2 AFV, though I prefer amphibious combat vehicle due to it having reveal stealth and scout -2 MAAV (mobile anti-air vehicle) and 2 MSAML (Mobile SAM launcher) -2 MLRS
@user-ym8ow6ut2o yes but their range is shorter and MSAML (Mobile SAM Launcher) deals more damage even at level 1 (for Eastern doctrine) Anyways thank you for your advice
@@icantaimpg3d776 You don't need two forms of ground AA. Use SAM's as they're best in class against jets & 3 of them at max level in a stack provided complete immunity to cruise missiles as long as they remain undamaged. To defend stacks against helo's, use air superiority fighters (asf) patrolling above. With the large SAM range, enemy jets can potentially get hit 3 times every time they attack you and your asf can mop up what remains. They work together. MAAV has such a small range it can get patrol attacked from outside its range whereby the enemy is only taking 1 retaliatory hit. SAM's work better to control larger air space around you as they create large no fly zones for the enemy. MAAV is more just a deterrent to your stack being engaged. In terms of your stack in general, no it's not good. You have melee units stacked with ranged ones. No synergy there. Are you fighting up close? or from range? You seem to want to do both. When your stack engages in melee, your mrls's will get hurt which reduces their offensive power. And by diluting your artillery numbers to just 2, you gimp your ranged power. Just stack 7 mrls + 3 SAM's and kick everything else out. A combat vehicle can track close by if you need to scout, and infantry lead the stack to capture land ahead of the arty stack that moves behind, hidden in the shadows of your own advancing border cos no-one needs to see what you got.
For the hit and run tactic, after you do your first run, what’s the minimum amount of time it takes to do another hit and run? I’m moving my ships out of range for 30s and sending them back in but I’m not getting a notification that my ship attack their ship again.
How to fight vs player who use hit and run? His fleet attack my without taking damage. I cant catch up him, cant attack. His corvete+frigate easy kill my destroers and frigates for free.
Happy to see you back. Hope you're doing well. Remember that we're supporting you in all that you do. You already have a large amount of good content on CoN. Piece of advice: your viewers will understand if you need to take time off posting; if you don't feel like making content and are very much occupied with another task, you can hold it off.
I didn’t expect to see a video from you after 3 months. You’re amazing Nick
Thats right
I love these videos, so glad to see another upload. You got me into the game again
I'm so glad you're back. Let's learn more strategies and have fun
I love u nick, pls post more often
It's good to have u back again🎉
Thanks for staying active dude
Thank you, this will
Help a ton
I think you played against me and whooped my ass once. Bravo. I have been thinking of a combined tank, mobile Artie, aa gun, Sam and infantry (either mobile or armoured) grouping, but I never use much more than five units. Air units I prefer to hit people head on with a whole wing of aircraft, and I also love to use LOTS of airfields, to aid in mobility and so I can have air units within short hitting distance of my targets. Also, I’ve recently found that as soon as you can, annex a city, as soon as possible, your effectiveness will go through the roof, and airfields and defending aa units should be decentralized as much as possible, to minimize damage when hit.
I have a different view. Airfields are necessary, but "LOTS" of them get expensive and means fewer combat units. Annexing cities is generally late game, and only if you need (e.g. port) it or have unlimited resources.
these tips really helped me! ty for the vid
Thanks, is useful
Nice, thanks!
Thanks! These are very helpful. Could you possibly do some specific tips on solo victories?
That sounds like a good idea!
Very helpful
Can you make a video describing the different types of player with their pros and cons and the best way to spot them in-game before direct combat?
Yeah I can attempt a video about that, or maybe add it in a tips video.
@@conflictofnick3578 Thank you for considering it
thank you so much N, this is my 3rd day in the game and I'm learning so much from your channel 🦾
nice video man
nut ive you place your ships close to the land and somone will nuke it your ships are dead as well
so its 50/50
heyyyyy wellcome back
Can u explain spy in video
Day 12 or so, currently winning by like 140 points. Made a collation with the other highest. Still researching though u never know
Thanks for the tips king. What are your thoughts on mercenaries? Are they worth it?
They have higher soft attack in trade for defence and don’t have much debuffs but don’t have good buffs unless you upgrade them,however having too many of them can drain your income significantly,making sabotage and intelligence missions very limited ,they can’t conquer on their own and need assistance (just like irl) to conquer,but I prefer spetnaz because they :
Scout :provide exact composition
Cost components initially,but maintained by supplies
Strong stats with op combat bonuses
Have nbc protection
Ignore entrenchment bonuses
Like drones they can be on other’s territory without needing declaring war,which is mind-bending
I used it to destroy air defence systems and even a ICBM launcher
Any tips on playing as England? I’m low on fuel
Hi I’m just wondering how to get more resources faster
Nicholas Cage is so cool
do you recomend anaxing city's?
Hi NICK, is this stack good as a ground force ?
-2 mechanized/motorized infantry/marines battalion, depends on situation
-2 AFV, though I prefer amphibious combat vehicle due to it having reveal stealth and scout
-2 MAAV (mobile anti-air vehicle) and 2 MSAML (Mobile SAM launcher)
-2 MLRS
@user-ym8ow6ut2o why though ? If you use one you would be significantly weaker against strike fighters or completely hopeless against helicopters
@user-ym8ow6ut2o yes but their range is shorter and MSAML (Mobile SAM Launcher) deals more damage even at level 1 (for Eastern doctrine)
Anyways thank you for your advice
@@icantaimpg3d776 You don't need two forms of ground AA. Use SAM's as they're best in class against jets & 3 of them at max level in a stack provided complete immunity to cruise missiles as long as they remain undamaged. To defend stacks against helo's, use air superiority fighters (asf) patrolling above. With the large SAM range, enemy jets can potentially get hit 3 times every time they attack you and your asf can mop up what remains. They work together. MAAV has such a small range it can get patrol attacked from outside its range whereby the enemy is only taking 1 retaliatory hit. SAM's work better to control larger air space around you as they create large no fly zones for the enemy. MAAV is more just a deterrent to your stack being engaged.
In terms of your stack in general, no it's not good. You have melee units stacked with ranged ones. No synergy there. Are you fighting up close? or from range? You seem to want to do both. When your stack engages in melee, your mrls's will get hurt which reduces their offensive power. And by diluting your artillery numbers to just 2, you gimp your ranged power. Just stack 7 mrls + 3 SAM's and kick everything else out. A combat vehicle can track close by if you need to scout, and infantry lead the stack to capture land ahead of the arty stack that moves behind, hidden in the shadows of your own advancing border cos no-one needs to see what you got.
@@dmc6262 yeah I know, when I made this comment I was a noob
I already gave up on melee units for months.
@@icantaimpg3d776 Good on you. Most people stay in melee forever and never learn.
I'm playing as Australia the basic infantry says it can be airlifted by the C-130 Hercules but I am unable to find the C-130 Hercules
If you have airfields or airports along your route,it automatically board C-130 Hercules for a airlift.
For the hit and run tactic, after you do your first run, what’s the minimum amount of time it takes to do another hit and run? I’m moving my ships out of range for 30s and sending them back in but I’m not getting a notification that my ship attack their ship again.
Ships take time to reload after every hit
Unexpected
Can you use other modes of anti-air on mobile ?
How to fight vs player who use hit and run? His fleet attack my without taking damage. I cant catch up him, cant attack. His corvete+frigate easy kill my destroers and frigates for free.
Hey nick ,do i need the membership for the aggressive firing mode?
Yes you do
How would one defend again fully leveled elite rail guns system, and no one is a council memeber on your coalition? lol
Multiple rocket launchers - they outrange them
Does artillery take damage when attacking inf from range?
Short answer: No
@@jordancasses231 why does mine always take damage? Even when no enemy air, missles or artillery?
In what context? Were the infantry you fought level 6+?
@@jordancasses231 no. No mortar infantry. I’m talking early game
The video portion is just random and not tying in with what you’re talking about
Add a Persian translate please ❤
I hope you good people in the comments don't actually believe you can win without dumping money into this useless game