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Air-Only Britain: What I Learned

So I saw Taureor's video (this one: https://www.youtube.com/watch?v=WZJSXxtR2YY) where he tried to play an air-only Britain; the idea being that he would weaken Germany through strategic bombing, allowing the Soviet Union to defeat them. He was ultimately unsuccessful, but I was inspired to give it a try myself. Ultimately, I was successful, and I think I've learned a few interesting things about the game in the process that you may be interested in.
  1. This should be pretty obvious, but the window between the fall of France and Operation Barbarossa is the best time to destroy the Luftwaffe. If you wait until after Barbarossa, it will be difficult to get all of Germany's fighters into one place, since they will dedicate a significant amount to fighting the Soviets. While this may not sound like a problem, it means that there will still be a pool of German fighters available to intercept your bombers in areas where your fighters can't reach, which severely hinders the bombing campaign. Thus, take great pains to destroy the Luftwaffe before Germany invades the Soviet Union.
  2. Many players avoid mass producing planes until they have researched Fighter 2s. Unfortunately, it is impossible to mobilize enough Fighter 2s to cripple the Luftwaffe in the critical window I just described. As such, if you're planning on Victory Through Airpower, you'll need to build a lot of Fighter 1s.
  3. The German AI seems very dedicated to maintaining air supremacy over the English Channel. Thus, the Channel was the main battlefield (battlesky?) in my quest to annihilate the German Air Force. However, if you're having trouble getting the Luftwaffe to fight you, stationing a small amount of strategic bombers over Northern France (along with all your fighters) is a good way to lure them into a fight.
  4. Assuming complete air supremacy, it takes approximately 2.5k strategic bombers (levels 2-3) for a strategic bombing campaign to be effective against Germany. Note: I tagswitched over to Germany every month or so to check the effectiveness of my bombing campaign. I stationed my bombers in wings of 500, each responsible for a single air zone. Each time I had a few extra bombers, I would create a new wing and set its max capacity to 500, ensuring a constant growth of my bomber force. I prioritised the three German air zones, then Northern France, then the Alpine zone. After that I bombed Chzechoslovakia, the Benelux region, Yugoslavia, and Western Poland. From my tagswitching, I determined that 2.5k bombers was when things really started to get bad for Germany (i.e. repairs started piling up, production lines started being abandoned, etc.)
  5. I ordered my bombers to prioritize infrastructure, airbases, civilian factories, and (after I had given the bombers time to degrade Germany's Civ count) military factories. Contrary to many tutorial videos I've seen, I did not notice significant German supply issues caused by infrastructure bombing, even when I was bombing their capital zone.
  6. Why bomb airbases if you've destroyed the entire German air force? Well, at first this was a mistake of mine, however, I realized that it was actually one of the most effective parts of the campaign. I learned that the AI doesn't know how to prioritize repairs. As such, the Germans were frantically trying to repair all the airbases I had damaged. Since airbases are so easy to bomb, this meant that the German repair queue was filled with ruined airbases that they couldn't use anyway, but were determined to repair. In effect, this prevented the German AI from focusing on repairing factories, and I believe this to be one of the reasons the campaign proved to effective (which I'll get into in a moment)
  7. Strategic bombing kicks ass. In 1941, the Germans attacked the Soviets. Since MTG, I have only ever seen this happen one way: the Germans slowly but steadily advance through Russia, reach Moscow within a year or two, and win. Sometimes it's a little slower or faster, but I have never seen the Soviet AI win, or even advance on the German AI. But in this game, the Soviets stopped the German advance just a few kilometers from the border, and after a year or so of trench warfare, started advancing into Poland. Now, this was before my bombing campaign had reached peak efficiency, so I attribute the initial Soviet success to two factors: 1:since I had destroyed the Luftwaffe, the Soviets had complete air supremacy over their front, which prevented the Germans from doing their usual thing; 2: due to my bombing campaign, 100% of German industry was devoted to repairs. As such, they couldn't build new factories and the Soviet economy eclipsed the German one in early 1943. Normally, the Germans maintain a persistent economic edge over the Soviets, which prevents them from winning.
  8. The Allied AI is surprisingly competent, while the Soviet AI sucks more than I realized. Given that, since MTG launched, I have never once seen the Allied AI D-Day successfully unless I'm the one who did it or the Soviets are literally knocking on Hitler's front door, I thought that the Soviets would be the ones to defeat Germany, and the Allies would spend most of the game doing nothing. In reality, it was the other way around. The Soviets quickly got bogged down in Poland, and wouldn't take Warsaw until after Berlin fell to advancing American troops. Meanwhile, once the German forces were significantly weakened by my bombing campaign (by early 1944 they were no longer able to produce enough equipment and almost all of their divisions were below full strength) the Allies managed to pull off a D-Day, albeit an extraordinarily bootleg one (Mexican and Free French forces led the way). The Germans were too weak to drive the Allies into the sea, and within a few months the Americans had arrived in force and were steadily advancing into Germany. Given that conventional wisdom is that the Allied AI is awful, I think this is an interesting discovery.
  9. Stats on the Bombing Campaign So I marked down a few dates and stats to give an impression of how well the campaign went. 1940: the Luftwaffe is effectively destroyed. Germany never fields more than 1500 fighters again. 1941: the bombing campaign begins in Western Germany. The Germans have over 200 Civilian and Military Factories each. 1942: About 40 civilian factories are persistently damaged, along with around 20 military factories. The numbers remain pretty stable for a long time, but as I mentioned one of the primary effects of the bombing isn't damaging German factories, it's preventing them from building new ones. 1944: The Germans have less than 45 operational civilian factories out of a total of ~180. They still have over 200 operational military factories. By early 1945, I have over 4000 bombers in the sky. The Germans own all of their original territory, along with most of Western Poland and the Benelux region. On paper, they have around 150 civilian factories, and around 200 military factories, however, only 20 of their civilian factories are operational and available for construction, along with less than 20 military factories.
  10. This strategy is completely nonviable. Producing the amount of planes required to pull this off took every factory I had. I put 70 on fighters, and 40 on bombers. Later, I would put 25 on naval bombers to defend convoys and hold off the Japanese. Oh, have I not mentioned the Japanese yet? Because while I was busy bombing Germany into oblivion, they dominated the Pacific. They took Borneo, Java, Celebes, New Guinea, and all the other Pacific Islands (including Hawaii). I just barely managed to hold onto Singapore, and stiff-armed them in India, though I know they would have taken both if I had continued the campaign. Even if I wanted to build more factories to put on ground forces, I couldn't because building that many planes took literally all the aluminum on planet Earth. I was importing all of it and I still had a deficit of around -100, so support equipment is out of the question. I think the only way to do this for real (like in a multiplayer game) would be to coordinate with the US (kinda like they did in real life) because the industrial burden is just too much for one nation to bear.
Anyways, that's about it. I would recommend you try it out. It was very fun. TL;DR: planes are strong.
submitted by VladPooty to hoi4

Call of Duty: Mobile - September 25th Community Update

Call of Duty: Mobile - September 25th Community Update

Greetings Call of Duty: Mobile Community! We are nearing the end of September and that means we are surprisingly already halfway through Season 10: The Hunt. Our next major release is going to be all around our first year anniversary for CODM and the first of our community-based events for that is starting today! We are looking to see what your favorite Multiplayer modes and Multiplayer maps are.
Based on the results of this vote, we will be featuring the winners in community playlists around and during our anniversary season. We’ll have this vote going in multiple areas, including some community channels on top of our official ones, but here are a few links on where to find that:
We’ll be running these polls all the way through the week! Head on over and let us know your favorite.
Switching to another topic, but last week we shared our first player highlights video as a result of our #AreYouInCODM social media campaigns labeled and today we are back with the general Top Plays videos from those World Championship qualifiers.
We’ll have a lot more to share in the coming weeks, especially around our anniversary and next season, but there is still plenty to go over for Season 10. Let’s jump into that all below and just let us know if you have any questions or follow-ups!
Here is the full look at most events currently running or coming soon to COD Mobile:
  • 9/10 - 9/27 ~ Terminal 24/7 Playlist (MP)
  • 9/18 - 10/01 ~ Hunt for Makarov Event
  • 9/25 - 10/08 ~ Hardcore Mode Collection Playlist (MP)
  • 9/25 - 10/08 ~ Attack of the Undead Mode (MP)
  • 9/25 - 10/08 ~ Pine 24/7 Playlist (MP)
  • 9/25 ~ Two New Seasonal Challenges released
    • New Perk available through the Vigilance challenge
  • 9/25 ~ New Credit Store Update
  • 9/26 - 9/27 ~ Regional Playoffs (LATAM and Japan)
*All Dates UTC
This week is a mixture of new modes, returning modes, and plenty of new items to grab through some new updates or challenges. However, our first two main topics today are separate from all of that and focused around esports and our in-game store.
World Championships – Regional Playoffs We’ve been talking about it for what feels like ages now, but the Call of Duty: Mobile World Championships Regional Playoffs are about to begin! Starting in Japan first at 4:30 pm (JST) on Sept. 26th followed up by both LATAM and Brazil starting at 11:30 am (CT) on Sept. 26th.
We’ll be streaming the playoffs primarily on YouTube and while we don’t want to spam you with links here are the main YouTube channels for each region.
LATAM (Spanish) YouTube: Call of Duty: Mobile Spanish Official - YouTube Brazilian (Portuguese) YouTube: Call of Duty: Mobile Portuguese Official - YouTube Japan YouTube: CoD Mobile Japan - YouTube
If you are interested in watching it through our in-game video streaming area then you'll also find some nice surprises and potential rewards. Check out that brand-new in-game area from the main menu and under a new icon at the top the ? Clipboard.
We’ll be posting more information about the tournament on our global and regional social media channels over the weekend, so keep an eye out for that and best of luck to everyone battling it out to make it into the finals of the World Championships!
Hardcore Mode We are nearing the end of the September and that means Hardcore mode has finally arrived! If you’ve ever wanted to play a more precise and lethal version of COD: Mobile then Hardcore mode is just for you. If you aren’t familiar with the mode from other Call of Duty titles, Hardcore is really just all about making gunplay a little bit more realistic. All of the main changes are listed below:
If you haven’t tried this mode before it is worth checking out just to see if you like the cleaner HUD, the quicker gunfights, and just how much it rewards for quick reactions with precise firing. Just you know, don’t shoot your teammates 😉. Check that mode out in-game now and let us know what you think.
Multiplayer Map – Pine We have now launched our second new Multiplayer map for the season – Pine. This small outdoor map from Call of Duty: Modern Warfare is perfect for Gunfight mode and anything else that involves few players, precise gunplay, and a balanced environment. You can find now in the Pine 24/7 Playlist in Multiplayer! Please check it out, drop some feedback, and let us know how you feel about this new addition to COD: Mobile.
Seasonal Challenges As of today we have seven seasonal challenges available for you to tackle through the events portion of the game! Through these you can acquire Battle Pass XP, weapon XP card, various cosmetic camos, weapon blueprints, new perks, characters, and more.
We are still firm believers that these challenges are a great way to provide a wealth of items and rewards to players with a variety of difficulties associated with the challenges. Today, we have the last two seasonal challenges releasing for S10, Vagabond and Bonded By Combat.
Vagabond This seven-part seasonal challenge is all about Battle Royale and completing a variety of different tasks, like using the Trickster or Trap Master classes (available in the Credit Store), getting kills with the Tank vehicle, using class skills in general, and a few other specific tasks. There are quite a few rewards to grab from that one, including a hefty amount of Battle Pass XP, but here are some of the main ones:
  • (Uncommon) Defender – Pelt
  • (Uncommon) Mechanic – Forest Felt
  • (Rare) Helicopter – Iridescent
  • (Rare) Antelope A20 – Freight Train
  • (Rare) AK-47 – Freight Train
Bonded By Combat This four-part seasonal challenge is the opposite of Vagabond; it is only for Multiplayer and it has four straight forward tasks all about tackling ranked mode. Grab some friends, win some matches, and earn these new rewards:
  • (Uncommon) Knife – Forest Felt
  • (Uncommon) PDW-57 – Forest Felt
  • (Rare) M4LMG – Iridescent
Credit Store Update We generally have two credit store updates a month, every other week, and with the first one for Season 10 we released an arsenal of weapons to help up your game. This time around, we have a mixture of items, like a character, the Cryo Bomb, an animated calling card, and more. Take a glance at those items below in this fancy gif and grab them in-game now in the Credit Store.
Character Highlight Videos Every month we do a number of creative videos around showcasing various characters from the Battle Pass, lucky draws, or crates, and with the intent to spread awareness of some great variants or brand-new characters. We usually don’t share those here in these community updates unless there is something going on that is relevant to them, but this week we had to share this brand-new video highlighting Grinch – Nightfang (a Ghillie suit character) and exactly how we imagine most players will utilize that character in matches. Check it out.


Normally we aim for a few topics to go over each week in feedback, but this week there is one in particular that we need to discuss and in length. Let’s head to it.
Bundles, Crates, and The Store Over the last week or two we’ve been seeing many conversations and discussions about bundles, crates, and our overall store. While there are many changes and improvements we plan to make, and improvements we've already made (like duplicate protection on crates), the overall discussion is reminiscent of the same discussion we all had back in April. Back then, we ran a bundles vs crates/lucky draws test and with a huge portion of our player base.
Like many people here have noted, while the online CODM communities are widespread and varied, a significant amount of our player base may not be involved in those spaces. Between Reddit, Discord, Facebook, Instagram, Twitter, and YouTube we are thrilled to be able to interact with millions of players, but there are still so many more outside of those platforms who may just play the game and don’t get involved in discussions in those communities. We ran that test back in April with the entire player base in mind, not just the active online community.
Based on community feedback and player behavior we arrived at an approach that offered maximum choice to users. We did this even though the bundles group just wasn’t as popular as the non-bundle group. We like more choice. That’s why nowadays bundles, crates, draws, robust credit store, they’re all there.
We'll keep reading, keep taking in feedback, and keep discussing new ways to add systems or improvements that help improve your experience with our store. Thank you all for the many discussions about this and for the passion driving the communities behind it.
Bug Reports Since last week we’ve been going through a large number of reports about various bugs and trying to figure out what caused this to occur in the first place, since Season 10 wasn’t tied to a major in-game update like Season 9 was, and how best to fix them in a timely manner. We’ve already fixed a few smaller bugs through hotfixes and have many others still in progress.
Normally, we do not share out a list of what we are currently investigating, but we saw a lot of players concerned last week that we were not investigating bugs seriously and to give credit to our many teams work on that here is a general list of what we are looking into right now:
  • Characters stuck in poses in pre-game lobbies or menus
  • Weapon textures not loading in certain conditions
  • The Axe having a permanent notification icon for camos (which cannot be checked off)
  • Essentials Only Backpack Not Equip able by Outrider – Amazonas
  • Gold camo in Gunsmith not covering the whole of certain weapons
  • The Type 25 - Demise and AK47 - Trial and Error do not have iron sights when no optic is equipped
  • M16 - Fubar blueprint camo is not displaying correctly when attaching a different barrel
  • ICR 1 - Retro Nuclear blueprint camo is not displaying correctly when attaching a different barrel
  • Several issues related to ADS (aim down sights) on controllers
  • Two issues with the XPR-50 – Arachnophobia related to the kill effect and attachment names
  • Exploitable map glitches on Shipment 1944
  • An issue with scorestreaks and scorestreak progression not persisting after the round ends on Search & Destroy mode
  • Audio issues occurring only on lower end devices
  • Several text/copy related issues
  • In Battle Royale the camera may suddenly move after getting a kill while using ADS
  • In Battle Royale the player may experience a falling/flying animation after leaving a vehicle
  • In Battle Royale the ADS setting is not applying correctly to LMGs
  • In Battle Royale a chopper crosshair main remain visible while using ADS
  • ADS and rewards were not working (now fixed)
  • Players were missing Survival Skills and 10 Men Regiment rewards (now fixed)
These are all issues that our teams reported up over the past week and are either being investigated by our player supports team or have already moved on to being looked into by our devs. Please keep sending in reports and through whatever channel below is the easiest for you to use.
Support Options If you are looking to report a bug or need any assistance, please reach out through the following channels to make sure it is being reported into our support system. We do see issues in the community and report those often, but these channels below are preferable:
Another week, another community update, and another player to highlight for creating some interesting versions of Call of Duty: Mobile weapons! Reddit user Travisbork has been creating weapon variations and designs for a little over a month now, and with many unique designs.
The first one that caught our eye was this fantastic, sleek, and mechanical looking variant of the HG 40, which they are calling the HG 40 – Cardinal.
HG 40 – Cardinal by Travisbork
One other design that we found to be particularly unique and intriguing, was the HVK-30 – Heavy Duty. This isn’t a weapon that gets brought up a lot in relation to fan art or community designs, so it was great to see them take a stab it and in a way that is unique from any other designs we’ve seen with this construction style yellow mixed with machine parts.
HVK-30 - Heavy Duty by Travisbork
While they don’t have any of their designs posted elsewhere, so we can’t ask you to like and subscribe their YouTube channel 😉, they do have plenty of other designs posted through various Reddit threads. Check them out under their profile here: https://www.reddit.com/usetravisbork
One week from now is October 1st (UTC), which is technically our anniversary! We are excited to share a bit with you all then that will help celebrate 1 year of Call of Duty: Mobile existing in the world and also lead the way into our Season 11 release in mid-October. Tune in then and take care!
-The Call of Duty: Mobile Team
submitted by COD_Mobile_Official to CallOfDutyMobile

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