Because this piece of the game designed to wast your time lol, like, you don't do anything in the start of the game, and by the '41 game becomes slow as shit
@@замучалигачимученикаErm actually at the start of the game you can do the following: Complete national focuses, build industry, build divisions, engage in diplomacy, build an intellegence agency, set up positions of your divions, make guns, artillery and support equipment, and other stuff to help your army. You could also build different types of planes, naval ships and tanks. And finally, you could also sell and buy guns on the international market (if you have the DLC).
I've been stuck in the 20 width 9 inf 2 art meta for so long I didn't even know the combat stats anymore How in the skibidi don't you have more subscribers
In my 2.3k hours I have learned: Both soft attack and breakthrough are important but soft attack is more important. 300 soft attack with 70 breakthrough will defeat a defending division with 300 defense and 70 soft attack. That said Opposite can be true for attacking but Infantry will always lack breakthrough. So basically, for infantry, it's better to decimate the line with artillery instead of trying to push through. I dont know if this is exactly true but this has worked over 90% of my singleplayer games (In multi games CAS decimates you anyway so whoever wins in air wins in ground)
Yeah, air is what decides a lot and AA never gonna reduce those debuffs and damage dealt to your divisions. I don't advice to push with infantry without artillery, that's some WW1 stuff. I always prefer doing tanks rather than adding line artillery to my infantry, even in singleplayer, that gives some sort of joy too. Still thinking that those production that goes to line infantry may go to air for example, to CAS enemy to death. Not even talking about making space marines that gonna be 10 times better than any infantry with artillery, but I see space marines as kinda cheesing so I don't consider them. I agree with your thoughts though, pushing with artillery is still better than without in case of infantry, especially at minors and early game.
On terms of land combat Götterdamerung adds a bunch of support companies so it doesn't really changes the stuff I said. Gonna try to release dlc vid as quick as possible too
I do disagree on line artillery, you can build good attacking infantry divisions in MP's with a lot of soft attack and you need line artillery, though for defending it sucks.
In multiplayer soft attack comes second as ridiculous as my seem. Breakthrough and hard attack comes first in your attacking divisions. You may make your infantry - artillery divisions as strong as you want but they wouldn't be able to withstand enemy tank divisions. Multiplayer is mostly about dealing with enemy tanks and withstanding them as you go through enemy inf defence.
@@Т1000-м1и There are a lot of beginner guides that explain mechanics from the surface to the depths. They are more time consuming of course but explain everything better, mine is little bit shortened
This is a very good guide though support anti air is very cheap anti tank since AI tank divisions have terrible armor thus support anti air allows infantry to pierce armoured divisions
Also in Singleplayer artillery is most of the time the only way to give your infantry divisions the required punch to attack especially for minor nations. When you can't build an airforce ALWAYS build armored trains and don't build trucks cause the enemy airforce will bomb your supply to death otherwise
@@rabniscraft1804 you are right, artillery is must have on minors, in early game especially. In singleplayer you can conquer the world using only infantry with artillery and anti air to be honest.
So Tank are really good Infantry is better smaller but cost more (manpower, equipment) Artilerry sucks? (Soviet 9-1?) Now I want to ask about artilerry
As with most hoi4 tips and guides, this one ignores HP except for that bit where you showed smaller divisions have higher losses but again you did not explain why. HP is an underrated stat, whilst org is overvalued. This kind of guide is partly why it is so. Also, whilst combat stats are the most important ones, people also tend to overlook or underrate other stats like supply use, org recovery, reinforce rate, and initiative. In other words, most hoi players think only of tactical considerations and very rarely, it at all, operational art. It's why we see so much people complaining why their 35 width tanks they saw online can't seem to push.
SOO GOOD VIDEO!! IS FOR THAT I ALWAYS PICK MOBILE WARFARE MOBILE INFANTRY GIVES TO MUCH ORG and like that i can add some arty yes i lose org but my infantry bas 90 org ahahhaha
Going to have to disagree on your line-artillery assessment. Put a 9/1 (Engineer, Support Arty, Recon) in any tile and it will hold until hell freezes over. It might even hold longer if Support AA is added, but that's something I never use so I don't know.
I'm not hating on line artillery of course, if you like it then use it as much as you want. But if we are comparing things change. 21 itself is not a best width for most of the terrains and by adding artillery you don't really increase the holding time, you even decrease it, but you de-org your enemy faster so your enemy can simply fail the battle which is what usually happens with AI. You can even put 4 line artillery on your divisions and put 2 of them per tile, AI wouldn't be able to break them in most of the cases. That's why I said that in singleplayer it doesn't really matter what you use, just have fun. In multiplayer enemy pushes you with tanks and CAS thus your line artillery just useless against them, that was my point.
Yes, kinda, also aviation if you can afford it, or AA if you won't do it. Tanks break the enemy defences, a lot of cheap infantry fulfill your new gained positions and you're good. In multiplayer focus on hard attack rather than soft, to deal with enemy tanks.
@@darkimpqstqr Little bit controversial of course but yeah. Its just not as cost efficient for width it provides. But as I said at the end, you can build whatever you want if you want to have fun, we are not playing this game for excel sheets
i just learned more in 5 minutes than i have in 1200 hours
Because this piece of the game designed to wast your time lol, like, you don't do anything in the start of the game, and by the '41 game becomes slow as shit
@@замучалигачимученикаErm actually at the start of the game you can do the following: Complete national focuses, build industry, build divisions, engage in diplomacy, build an intellegence agency, set up positions of your divions, make guns, artillery and support equipment, and other stuff to help your army. You could also build different types of planes, naval ships and tanks. And finally, you could also sell and buy guns on the international market (if you have the DLC).
@@PlatinumGaming67 🤓☝
800 vaporized
@@qu3stionm4rk I'm simply stating facts to tell this user about all the possibilities of the early game
Thanks. Now i finaly know for what Breakthrough is.
that music gave me sudden gta san andreas nostalgia
Probably some of the best production value I've seen for a HoI Guide, nice work.
I've been stuck in the 20 width 9 inf 2 art meta for so long I didn't even know the combat stats anymore
How in the skibidi don't you have more subscribers
Amazing, now do navy....
Maybe one day, in the long future
Light atack is king remember that
@@MeinLetter To be honest I don't expect anyone to know how to make understanding navy simple...
Mission impossible
More aviation
In my 2.3k hours I have learned: Both soft attack and breakthrough are important but soft attack is more important. 300 soft attack with 70 breakthrough will defeat a defending division with 300 defense and 70 soft attack. That said Opposite can be true for attacking but Infantry will always lack breakthrough. So basically, for infantry, it's better to decimate the line with artillery instead of trying to push through. I dont know if this is exactly true but this has worked over 90% of my singleplayer games (In multi games CAS decimates you anyway so whoever wins in air wins in ground)
Yeah, air is what decides a lot and AA never gonna reduce those debuffs and damage dealt to your divisions. I don't advice to push with infantry without artillery, that's some WW1 stuff. I always prefer doing tanks rather than adding line artillery to my infantry, even in singleplayer, that gives some sort of joy too. Still thinking that those production that goes to line infantry may go to air for example, to CAS enemy to death. Not even talking about making space marines that gonna be 10 times better than any infantry with artillery, but I see space marines as kinda cheesing so I don't consider them. I agree with your thoughts though, pushing with artillery is still better than without in case of infantry, especially at minors and early game.
i require more of your videos to watch while eating
incredibly well put together for a channel of your size! Your gonna be big someday
This video is high quality, informative, AND peak, you deserve more subscribers!
Immediately subscribed. Good content, hope the afters are too.
Good video. I actually understood more here, like I NEVER new just exactly how attacking/defending worked.
I'm surprised how good the video editing and information is for a small channel, keep up the good work my man!
400 hours and still fugging eyeballed all devisions.
wow, great lesson. wonder how i havent seen/heard this truth before
Glad that helped you
I understand much more now, new sub! U should have 1M subs :)
This was incredibly useful thank you!
turbulent displace gang
this is aged like milk (götterdamerung coming tomorrow, but still good video thanks!)
On terms of land combat Götterdamerung adds a bunch of support companies so it doesn't really changes the stuff I said. Gonna try to release dlc vid as quick as possible too
I'm happy to have been the 100 sub keep it up!
Thx yu for the tutorial
I think you should have mentioned, how cas basically bypasses Defense and breakthrough values
I wanted to touch aviation a bit but haven't gotten any time left so stayed only on land combat
I do disagree on line artillery, you can build good attacking infantry divisions in MP's with a lot of soft attack and you need line artillery, though for defending it sucks.
In multiplayer soft attack comes second as ridiculous as my seem. Breakthrough and hard attack comes first in your attacking divisions. You may make your infantry - artillery divisions as strong as you want but they wouldn't be able to withstand enemy tank divisions. Multiplayer is mostly about dealing with enemy tanks and withstanding them as you go through enemy inf defence.
Please can you do a vid for singleplayer noobs? I still struggle a lot to understand a lot of the mechanics ❤ amazing video by the way!
@@LilBombasta I don't plan to run this channel for tutorials only but will see
@MeinLetter I think you will do great regardless of direction you head in, this video is a testament to that :p
godlike
The problem is that you need to already have a good amount of hours to get anything out of this.
@@Т1000-м1и There are a lot of beginner guides that explain mechanics from the surface to the depths. They are more time consuming of course but explain everything better, mine is little bit shortened
This is a very good guide though support anti air is very cheap anti tank since AI tank divisions have terrible armor thus support anti air allows infantry to pierce armoured divisions
Also in Singleplayer artillery is most of the time the only way to give your infantry divisions the required punch to attack especially for minor nations. When you can't build an airforce ALWAYS build armored trains and don't build trucks cause the enemy airforce will bomb your supply to death otherwise
@@rabniscraft1804 you are right, artillery is must have on minors, in early game especially. In singleplayer you can conquer the world using only infantry with artillery and anti air to be honest.
bro your too good for 177 subs
I usually make the infantry
9 Infs and 1 Art.
Good for you then
Wow instant subs
🙏
great editing but please change the music i aint learning about which wood is best for making fences 😭
So
Tank are really good
Infantry is better smaller but cost more (manpower, equipment)
Artilerry sucks? (Soviet 9-1?)
Now I want to ask about artilerry
noice personal jesus
As with most hoi4 tips and guides, this one ignores HP except for that bit where you showed smaller divisions have higher losses but again you did not explain why.
HP is an underrated stat, whilst org is overvalued. This kind of guide is partly why it is so.
Also, whilst combat stats are the most important ones, people also tend to overlook or underrate other stats like supply use, org recovery, reinforce rate, and initiative.
In other words, most hoi players think only of tactical considerations and very rarely, it at all, operational art. It's why we see so much people complaining why their 35 width tanks they saw online can't seem to push.
SOO GOOD VIDEO!! IS FOR THAT I ALWAYS PICK MOBILE WARFARE MOBILE INFANTRY GIVES TO MUCH ORG and like that i can add some arty yes i lose org but my infantry bas 90 org ahahhaha
Going to have to disagree on your line-artillery assessment. Put a 9/1 (Engineer, Support Arty, Recon) in any tile and it will hold until hell freezes over. It might even hold longer if Support AA is added, but that's something I never use so I don't know.
I'm not hating on line artillery of course, if you like it then use it as much as you want. But if we are comparing things change. 21 itself is not a best width for most of the terrains and by adding artillery you don't really increase the holding time, you even decrease it, but you de-org your enemy faster so your enemy can simply fail the battle which is what usually happens with AI. You can even put 4 line artillery on your divisions and put 2 of them per tile, AI wouldn't be able to break them in most of the cases. That's why I said that in singleplayer it doesn't really matter what you use, just have fun. In multiplayer enemy pushes you with tanks and CAS thus your line artillery just useless against them, that was my point.
So is it more worthwhile to make infantry with only infantry battalions and make tanks with a lot of soft attack and breakthrough?
Yes, kinda, also aviation if you can afford it, or AA if you won't do it. Tanks break the enemy defences, a lot of cheap infantry fulfill your new gained positions and you're good. In multiplayer focus on hard attack rather than soft, to deal with enemy tanks.
Not even artillery? You in for some rough games.
@@darkimpqstqr Little bit controversial of course but yeah. Its just not as cost efficient for width it provides. But as I said at the end, you can build whatever you want if you want to have fun, we are not playing this game for excel sheets
@@MeinLetter ight my 6 inf 3 arty divs are still best
@@jkgzjhp1705 me making meta players projectile vomit with me 14 inf 4 arty divisions
real
congratz day 1 1k views
Thanks!
so whats the best inf to use? just 7 infantry and some shovels and support arty?
@@IMadeAnEntireSpeciesForWhat Yeah, kinda. May also replace support artillery with AT in case of playing multiplayer.
Dankus Jumpscare joe biden alta
Does that mean art only is good?
Emm, no. Support artillery is still good though, even after dlc released.
@@MeinLetter aw man
I'm Jewish and I live in Israel, Ramat Gan
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This reminds me coh2.just gambling