Posts by NoobChester

    The enemy damage is 53, there were no submarines or other enemy units, the game ID is #8344468 if mods want to check it out.

    I'm not sure if the damage on the infantry was actually correct, and that a second damage was dealt solely to the battleship, or the same damage was dealt to the two stack once each.

    Am I misunderstanding something here?


    Before:


    image.png?ex=65fe5bbb&is=65ebe6bb&hm=5e56ca957e7211d8f190ec0b1a95e827ca0de63453f106b3976fe92d7918d95e& image.png?ex=65fe4e4b&is=65ebd94b&hm=5a924c0a414820b8b74f08d6871269ecd9fbc71e9db70ccee41fbbcd4bbe3577&=


    After one hour:


    image.png?ex=65fe5bc5&is=65ebe6c5&hm=0775775020e60e8b9d84bbc3af6fe8ced7c13a5554719bde8cc84d3b089e3a47& image.png?ex=65fe5bc5&is=65ebe6c5&hm=22f2e13b32ed076bda7a3edf9ace88ed6939a3c216f9b0fc8f187b29760bf4e2&

    This tactic is very useful against stationary stacks and fortresses with ranged units within, it is an extension of Flower Defense,


    Tired of dealing with players with no skill spamming artilleries on day 8? Not anymore. You should feel very thankful to them instead. :evil:


    Assuming you already understand flower defense, you will know that you cannot easily utilize the mechanic the same way offensively (i.e. sending 1s towards your enemy),

    it would be considered as the "last stand" / lemming tactic instead, which from what I understand is a gambling tactic for desperate situations and is not directly relavent to this post.


    Against ranged units, we can set up a defensive flower to absorb all the ranged damage to buy time, but that's boring, so let's bring it to another level. We magically force the ranged stack to attack us by melee.


    We set up a defensive flower 7.5 ± 2 km away from our enemy stack. Send the unit targeted by the enemy towards it as sacrifice for our demonic ritual, such that when the enemy fires, our unit will be positioned at the middle of our flower and the enemy.

    Nice job! you successfully forced the ranged enemy stack to attack you by melee. The enemy's splash damage and your defensive damage will do the rest.


    With this you can easily achieve an instantaneous KDR of 50:1 on big stacks, with enough troops you can deal an ARBITRARY AMOUNT of defensive damage (like any other flowers.)


    In the following graph, Alpha is the enemy, Beta is our sacrifice, Charlie is the flower, the red oval is the splash damage.

    As long as the distances between Alpha-Beta and Beta Charlie are both closer than 5km, but Alpha-Charlie is further than 5km, it will work.


    Note:

    The enemy is actually attacking you with all their units instead of the ranged units (tho size factor favors you by a lot), so prepare the necessary amount of troops accordingly.


    unknown.png




















    BEWARE:

    If your ranged units target the enemy stack, the enemy will be distracted and target them instead of any sacrificial stacks,

    you can either do some splittings and get a sacrifice from your ranged unit stacks in time or move away the stack as soon as possible.

    Or else this whole tactic will fail.


    Extras tip:

    Too tired for any maths? There is a mathless* way.

    Just put your flower somewhere more than 5km to the enemy, this can be done with trial and error.

    Put one unit a small distance ~1 minute in front of your main stack, both moving towards the enemy, every 10 or 30 seconds give the one unit stack a new command.

    If it is in 5km range of your enemy they will engage in battle, so you know when to stop moving your main stack forward, then set up the flower.

    Now for the sacrificial part, command one unit to move to the enemy stack, let's say it takes 8 minutes 42 seconds to get there, time or delay it so that when the enemy attacks it will have 4 minutes 21 seconds (half the initial time) left before it gets there, that would mean it is very near the middle between your flower and the enemy.

    Finally managed to find the issue, it was because of an outdated WebView version.

    I was using 96.0.4664.45 when it broke for me.

    Updated to 97.0.4692.36 which is on the beta channel, still didn't work.

    Downgraded to 96.0.4664.92 on stable channel, finally worked.

    wardawfawfwaf.jpgImportant Note: Yes I am on the correct forum, this is about Supremacy 1914 (mobile) and NOT Conflict of Nations

    This is in the Supremacy 1914 mobile app


    Since around December 1st, I can't get into the game via the mobile app anymore.
    Here's a screenshot by the right:

    This is literally what I see once I enter the application.
    I have not updated the application yet when it stopped working, which means it is not the fault of the new updates.
    I have already tried updating and reinstalling the game.
    App Version: 0.124
    Android Version: 9.0 (Pie)
    Phone model: Samsung S8+ SM-G9550
    Would appreciate it if there is any workaround for this or even a fix on mobile!

    Additional information:

    This oddly coincides with what I see when I attempt to play with the website version (which never worked for me, I have been playing on the steam version for the past year.)
    Whenever I enter the supremacy1914.com and login, it redirects me to Conflict of Nations in agame.com, so far I have not found a workaround (I have tried many different browsers with no plugins installed) or clear reasoning of why this occurs to me and only to me when compared to my online supremacy 1914 friends from other countries.
    (perhaps this is a regional issue? I am currently in Hong Kong SAR, China.)

    As we all know,
    Fortresses have an effective range of 3km.
    The splash damage range is 5km.
    It is possible to fit as many as 3 stacks of troops within a fortress while only one take damage.

    This is mathematically proved from the calculation:
    Let the angle between two paths be θ.

    According to the sine rule, in order to separate two stacks to 5km apart, while staying in the fortress
    3² - 3² + 2 × 3² × cosθ = 5²
    θ = 113° or 247° (reject, obsolete)
    (rounded up to the nearest integer)
    360/113 = 3

    (rounded down to the nearest ineteger)

    This also proves that there needs to be at least an angle of 113° between the two paths in order to do this.


    unknown.png

    The image on the right is a demonstration of this tactic. Melee enemy is coming from the left, when they reach the fortress only the stack of soldiers take damage while the artilleries does not.


    However, this tactic is vulnerable if your enemy has the same ranged attack range as you, such as when you both have artilleries, your artilleries do not fight back since enemies are not in range, but your enemy could bomb your soldiers. Be careful.


    Another vulnerability is that the range enemy could target the middle of the fortress which makes all of them take damage.

    unknown.png



    The image on the right combined both flower defence and this tactic.

    This is a good example of how you can take advantage when your ranged attack range is higher than your enemy's. In this case artillery and light cruiser.

    I put the soldiers on top of the artilleries to farm morale, armoured cars to take damage. (this is late game)




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    If you are able to improve this or could think of a cool name, please tell me or dm me at NoobChester#9399 on discord. :)