Production help for a nub

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Banedor
Posts: 4
Joined: Fri Dec 09, 2005 12:32 pm

Production help for a nub

Post by Banedor »

Hey guys, I'm new to WaW and I got the hang of it but production keeps confusing me, not in terms of how it works, but what to produce.

For example, when I play SU, if I do both Movement/Production control, I usually lose or end up in a draw.

However if I control just the movement and let the AI do production, I seem to do just fine.



Was curious if anyone had tips of how to do production for all the nations. I know I'm asking for alot but just trying to get an idea of how I should do production for when I start up human games.
JanSorensen
Posts: 2536
Joined: Sun May 01, 2005 10:18 pm
Location: Aalborg, Denmark

RE: Production help for a nub

Post by JanSorensen »

When you go from playing the AI to playing a human opponent - expect to get completely surprised. The difference is just huge.

As for the Russians in particular. I personally like to tech their ART to 6 EV and 8 LA and use that as the backbone of my attack force. I also like to tech their AA and INF up a bit. I very much do not find it worthwhile to tech up or build their airforce. Others might disagree but its something you can try atleast and then make changes to suit your own style of play.
Banedor
Posts: 4
Joined: Fri Dec 09, 2005 12:32 pm

RE: Production help for a nub

Post by Banedor »

Alright thanks

When you say tech AA, I'm assuming Flak (anti-air) unless you mean Armor.
JanSorensen
Posts: 2536
Joined: Sun May 01, 2005 10:18 pm
Location: Aalborg, Denmark

RE: Production help for a nub

Post by JanSorensen »

AA = Anti Air = Flak, correct.
SeaMonkey
Posts: 796
Joined: Sun Feb 15, 2004 3:18 am

RE: Production help for a nub

Post by SeaMonkey »

Well Banedor that is the fun in the game, figuring out what works. I won't pretend I know as I have not been pitted against a human opponent.

From reading this forum and some experimental games against myself playing all sides it seems it depends on your avenue of approach and what your opponent does.

As Axis, you have to decide early where your emphasis will be, land or sea, and build and research appropriately depending on what your opponent gives you or you are able to dictate. Initially you have some obvious advantages.

As Japan, you can help Axis with USSR, requiring land emphasis, but remember the Allies, specifically USA will come a calling. You will need ASW and AA ability to defend and some good land EV and attack for protected artillery and infantry. Transports are your life blood. Expand quickly and then pull the covers up around your head when the time is right.

As W.Allies, well they can be quite versatile, depending on early Axis emphasis, you will need AA and ASW defense. USSR needs supply help and you can research a lot of good LA and EV values for a variety of units to bust the Axis/Japanese fortress late in the game.

USSR is a land power, research and build appropriately, EV for defense first then LA to help your WA with Festung Germany.

China....forget'em, make chungking a fortress.

Now these are just general guidelines that I have concluded, not necessarily assuring success.
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