A piece of advice for total conversion mods, like Millenium Down or CWIC: Leave the initial army as it is, because it already has the equipment it needs. From there, experiment with brand new templates for new divisions and make equipment for them as you go. This is less of a shock then converting all divisions to a good template, but ending up with years of deficit in some equipment and a stockpile full of unused equipment.
@@gamedestroyer1213 Well, if it's totally useless, it's OK to convert a few at a time to a good template, otherwise it can guard a victory point or a port or whatever.
@@freshsnuggles3350 I'd say it's far more interesting to play as a great power, or a mid-tier, like Australia, South Africa, Turkey, Iran or something. I tried playing Mongolia and there was just no manpower or industry to do anything. If you insist on playing Sweden, my advice would be the usual: build up the industry and a stockpile of weapons. As for divisions, pick the least bad infantry template and build it up, spending XP. Add support artillery and support AA. Convert other divisions to that template. Have an airforce. Try sending expeditionary forces when the world tension spikes. If industry is decent, but manpower low, consider having some Tank or Motorized divisions.
Since I'm also quite experienced in MD, I love modern Calvary the most. It's very quick, it can hit hard and if you're a vast country with lots of borders, these guys reach the line first
Thanks for this video, I’ve been asking around the MD community for templates recently and I was worried that whatever little knowledge I had about templates in this mod would be thrown out the window with Saturday’s update, so this video dropped at a perfect time.
good thanks kinda weird what the devs did with marines not being a type of special force so you spam them like army units because they are just better :D
Thanks for the MD videos. With all the crap available for templets it's good to see someone have them posted. I gave you a sub and a like. Good luck with your videos.
How well does the AI do I feel the mod templates are so equipment intensive that the AI just can't deal w all their needs for their complicated templates. These are what the AI should be using
(4:40) Well, the thing is that *only* with tanks a *huge* piercing and armor advantage is possible. With proper air support, the terrain becomes a non-issue in a serious assault. Basically, tanks, since they require serious air support, and themselves are expensive, are a type of expensive wunderwaffe. Tanks down right beat any AFVs, regardless of terrain, when supported by air.
That's some crazy hard attack in some of these divisions - 5:01 - almost triple HA compared to SA? seems like it may be beneficial to go for low hardness troops, as high hardness troops like the heavy choppas at 7:08 would suffer a lot of these HA. what's the point in getting only half the damage because of unpierced armor (which is now gonna scale like in vanilla, right?) if you're getting triple the attacks you could be getting at lower hardness?
Generally my mindset with these was to make them able to kill every armored units AI courntries make. These divisions are not min maxed, their purpose is to provide a base by which players dont have to worry about losing wars. There is definitely a lot of waste here but there is no danger of the ai throwing an armored unit at them that will win
Something I’ve noticed that I’m sure wasn’t intentional is that the Hardness bonus to helicopters and IFV’s stacks when making Air Cav. IFV’s are 50% hardness and Transports are 30% and that’s why together as equipment for a battalion they add to 80%. Thus they’re probably the best “Infantry,” to add to tank battalions. Albeit the most expensive ones to add. But they and also any support companies because they don’t effect hardness are the best to add to keep hardness high. Again, speed wouldn’t matter too much here because tanks go slow and you don’t need to care then about speed. You’re just making Air Cav for the sake of hardness and actually the first tech of at least the Russian Helicopters is Technology-Metal-free. Just light metals and rubber. Since you don’t need speed, unless you have the Technology Metals, go for the resource cheaper one.
I would like to know if its better to use battalion level of recon and engineers over company levels. The latter has less combat width ( and lower stats. For example company engineers give less entrenchment than battalion engineers). So, which ones should be used and when ?
I appreciate the tutorials, but I have a few questions with this video. On what did you base the CW? I'm no expert myself in CW but for Europe fighting with 21/42W would be the most fitting ones relative to the dominant forest terrain (plains disregarded). For invading China (as example) you want 20/40W to fit into the dominant hills terrain (plains disregarded). At least that's how I see it, so I was a bit surprised to see a 11W and 47W for example. Are there any changes this mod brings that gives these widths some advantages?
27 - 30 - 40 are the best width for No Step Back, anything less melts, anything larger just gets bogged down in supply issues and gets huge width penalties.
@@jibrilherrcherofhorny4448 20 - 22 then 26 - 27, 30, 40 - 42 But large divisions are only usable in places with really good supply, you can invest into logistics support for your big divisions it REALLY helps, you can get 40% reduction in supply use with level 4 and -20% fuel use, which used to never matter in the past, but now its almost death for your army if you do not have these and fight in difficult terrain, but even in Europe it helps.
Very helpful video but I have a couple of questions. Im new to MD so I'm clueless on the meta,with that being said.Why the extensive use of marines even in simple infantry divisions? And also why did you add so few support divisions?
This video is outdated, there will be a new one for the 1.7 update in a month or two. At the time marine divisions had a huge Org bonus and were meta. Support divs gave low benefits stat wise and added combat width so were useless. Unfortunately after the mod devs saw this video there was a lot of debuffing...
(5:10) Those tanks are quite weak. What is *really* needed to successfully use tanks is tanks with 100+ and even 200 armor. Both levels are achievable in MD and vanilla, by the way.
Hey thanks for the vid! I just dl the mod and started playing 1 night ago, its quite complex, love the depth, is a total new game. I was wondering if we get or can manufacture the f14?
@@Hammurabae While I do agree for most countries Network-Centric if you have the economy to support it are very good, same with the IFV divisions you posted. I think the tank template you posted with the Decentralized Warfare doctrine is also a VERY good option for not dirt poor but less well off countries because it costs almost 2k less production cost to make them (Tanks also get more stats to IC efficiency when using xp to upgrade them.) as Decentralized gives you +10 org to tank divisions as well as some soft attack bonuses. In my opinion since most of the time even Infantry units can pen armor divisions the lowest IC cost makes the unit the best. (ofcourse assuming you arent going to be attacking into straight mountains. *cough cough afganistan*
I just noticed how the infantry and the mechanized one are all marine light infantry, not the normal green infantry. Are they better than the green infantry?
marines use a bit more supply but they have more organization. for some reason in millenium dawn marines aren't special forces so they don't have a limit
i am playing this mod on version 10.8 or something like that and i just made the heavy artillery inf he had and had half of the stats only thing that was the same was the manpower 9900 how do i update or fix this issue thanks
So I realized SOF have better stats (for the most part) than marines and tried replacing all marines with SOF which obviously, made the template have better stats, but it seemed like such an obvious switch so I wonder if you just didn't think of it or if it just simply was because the marine template needs a smaller amout of manpower and is trained faster.
@Odyes, Marines, however, do not have a cap in this mod for some reason. SOF does. Building the same divisions with SOF, while superior, will be more limited overall
@@grandstrategos1144 Well, for some Nations(The US) our Marines aren't specialized troops like the Royal Marines or Naval Infantry for other nations. So, capping them would hurt anyone wanting to play as the USA or a nation with a dedicated Marine Corps. Unless there's a way to set which nations can be capped.
It give a rather unfair support as only provincial AA or navals can shoot them down. You can spam them to erase enemy supplies, airports, factories and choke them slowly. But sadly it had disadvantage of many things u need to research before it become borderline "useful" compared to CAS spam. The nukes on the other hand, they could make a radioactive barrier which no unit able to cross (becoz it give much attrition org loss and impossible to resupply unit there by ANY MEANS) or just thanos snap your enemy (i killed 500k enemy just with a dozen of nuke, turning the borded to unpassable hell). Sadly nuke didnt kill civvies for whatever reason...
А можно добавить кнопку вернуть силы вмешательства обратно? Не? Или до такой гениальной вещи ещё никто никогда не додумывался? Включая разработчика этой игры
A question: In a previous video of this series you were recommending for divisions a combat width of 30 or 60. And now, in this one, this rule is completely ignored (everything is 27, 44, 47 etc). What is going on? At the end, are there any recommended combat widths, and which are those?
1)I would add a police template for garrison duty in here even if it comes up rarely. Best one so far(for majors) is actually a reverse of one from main game - single MBT with as many cheapest support companies as possible. MBT gives it 90% hardness albeit no suppression. All the suppression comes from cheap recce(infantry, motorized and APC) and engineering(guys with shovels and heavy ones with dozers) support companies. High hardness, low cost, decent suppression, low manpower use. Another way for countries completely strapped for production and resources is to just throw men with shovels at the problem. IE light engineering companies. They can't even fight, but they provide suppression. Somehow. _Apparently they just provide population with cheap housing build on spot._ They cost a LOT of manpower though and melt due to resistance. 2)the brick wall I've met when trying to take over Russia as China was _/cough/that somehow Russia doesn't have oil dependent economy and kleptocracy debuffs alongside rentier state as if it's a country to be taken seriously/cough/_ that there isn't many sources of piercing in this mod. It's mostly dependent on how advanced your MBTs are. Don't have those? Get f//cked! Mod devs consider T-14 as something that is mass produced and living up to all the fake hype around it? Get f//cked!x2 Air power indeed wins the day, but it becomes a VERY long day. Even if you saw enemy logistics in half by spearheading between Kazakhstan and Mongolia. It's not like I've already jumped through a dozen of hoops just to initiate that war for "return of rightful historical chinese lands" without getting too much aggression and losing SCO and wasn't quite happy to sit there if it was Somme... Tl:dr ATGM techs in the mod are somehow much weaker then tank guns and you can't amass them in division designer with special anti-tank battalions because those are absent. Even helicopters apparently can't carry ATGMs:( 3)poor nations have usually choose DIFFERENT doctrine then developed ones. For example going for partisan/guerilla part of the tree which buffs militia units, you know, the ones that DON"T use C3C equipment at all and have very low cost in general. They suck, but they do so for a comfortable price. In general combat width is all over the place, you can put engineers, recce and SPAA into support(where they won't affect neither speed, nor hardness). For example you heavy arty division at 2:44 is basically a mix of your defensive and pushing infantry divisions. Except you've replaced old artillery with SPGs. Which provide armor. Which is WHY it can stop armor itself.
@@Hammurabae Meant any supports like recon , atry, etc, not just engineers. Also both engineers give entrenchment as of least 1.6. Just looked. Also on that topic, is there no way to lower supply use?
i feel so dumb for asking all this stuff but does anyone know what to do against units randomly dying altho they arent encircled and are well supplied with manpower, gear and actual supply?
My understanding is that it is better for defense, in that a good defensive tactic will be more impactful than a good offensive one. Or do you mean it doesnt apply in an attacking unit?
Uhh last I checked it works attacking or defending. The side with the highest recon value in one of their divisions (including reserves) gets a bonus of 5 skill levels for this comparison. The side with the higher effective skill level gets Initiative. The side losing this comparison has to pick their tactic first. The side with initiative will pick their tactic after and if the counter-tactic is available its weight gets a bonus of 35% for every point of advantage in the skill comparison. Initiative does not explicitly decrease the probability of picking a tactic that is countered by the enemy's tactic. So stacking 5000 recon won't help you any more than 5, just long as it's higher than the highest the other side has. Or is worthless if you're general is 6+ skill levels higher as even if they beat you in recon they won't get the initiative.
I love the idea of this mod but the UI of the new menus is just an absolute brain tumor, idk how anyone could come up with such an unintuitive design choice for everything.
@@Hammurabae why aren't you using the Meta NSB sizes though? All your templates are either over or under the metas for each size and it would be so easy to just add a support or an extra battalion to fill it up
When I made the video they were not that good, will release an update division video after 1.7 along with the naval tutorial as they will rework a lot more. Try throwing on tank sup and engineer sup to make the divs better
@@krixonvoid3705 There is attack and transport. Attack works like planes, transport are a unit you add into army templates. There's 6 or 7 of each down the tech tree.
Full MD Tutorial Series: ua-cam.com/play/PL36TqZI0G592x3sYphwPHuMvobA6si543.html
A piece of advice for total conversion mods, like Millenium Down or CWIC: Leave the initial army as it is, because it already has the equipment it needs. From there, experiment with brand new templates for new divisions and make equipment for them as you go. This is less of a shock then converting all divisions to a good template, but ending up with years of deficit in some equipment and a stockpile full of unused equipment.
What if in this case it's a militia unit?
@@gamedestroyer1213 Well, if it's totally useless, it's OK to convert a few at a time to a good template, otherwise it can guard a victory point or a port or whatever.
@@gamedestroyer1213 then use rebel/partisan doctrine that buffs militia?
sweden starts with 13 totaly useless units, all with bad divisions. what would u say about that?
@@freshsnuggles3350 I'd say it's far more interesting to play as a great power, or a mid-tier, like Australia, South Africa, Turkey, Iran or something. I tried playing Mongolia and there was just no manpower or industry to do anything.
If you insist on playing Sweden, my advice would be the usual: build up the industry and a stockpile of weapons. As for divisions, pick the least bad infantry template and build it up, spending XP. Add support artillery and support AA. Convert other divisions to that template. Have an airforce. Try sending expeditionary forces when the world tension spikes. If industry is decent, but manpower low, consider having some Tank or Motorized divisions.
Since I'm also quite experienced in MD, I love modern Calvary the most. It's very quick, it can hit hard and if you're a vast country with lots of borders, these guys reach the line first
Thanks for this video, I’ve been asking around the MD community for templates recently and I was worried that whatever little knowledge I had about templates in this mod would be thrown out the window with Saturday’s update, so this video dropped at a perfect time.
Glad you enjoyed it!
good thanks
kinda weird what the devs did with marines not being a type of special force so you spam them like army units because they are just better :D
Not only air is the king, but also rockets are. Whether nuclear or not. Especially ballistic missiles, armed with thermobaric heads.
Hammu is a good and handsome guy
👀
Thanks for the MD videos. With all the crap available for templets it's good to see someone have them posted. I gave you a sub and a like. Good luck with your videos.
precisely what i was looking for, not much info on the wiki for this mod
How well does the AI do I feel the mod templates are so equipment intensive that the AI just can't deal w all their needs for their complicated templates. These are what the AI should be using
I agree, the devs want ai divs to be realisitic though
I don't play hoi4 or its mods But this was fun :)
Excellent vid, subscribed for that one
Thank you!
(4:40) Well, the thing is that *only* with tanks a *huge* piercing and armor advantage is possible. With proper air support, the terrain becomes a non-issue in a serious assault. Basically, tanks, since they require serious air support, and themselves are expensive, are a type of expensive wunderwaffe. Tanks down right beat any AFVs, regardless of terrain, when supported by air.
Little bit late but i have found that 70 width divisions works good at least for russia
That's some crazy hard attack in some of these divisions - 5:01 - almost triple HA compared to SA? seems like it may be beneficial to go for low hardness troops, as high hardness troops like the heavy choppas at 7:08 would suffer a lot of these HA. what's the point in getting only half the damage because of unpierced armor (which is now gonna scale like in vanilla, right?) if you're getting triple the attacks you could be getting at lower hardness?
Generally my mindset with these was to make them able to kill every armored units AI courntries make. These divisions are not min maxed, their purpose is to provide a base by which players dont have to worry about losing wars. There is definitely a lot of waste here but there is no danger of the ai throwing an armored unit at them that will win
Very usefull for me, thanks man!
Something I’ve noticed that I’m sure wasn’t intentional is that the Hardness bonus to helicopters and IFV’s stacks when making Air Cav. IFV’s are 50% hardness and Transports are 30% and that’s why together as equipment for a battalion they add to 80%. Thus they’re probably the best “Infantry,” to add to tank battalions. Albeit the most expensive ones to add. But they and also any support companies because they don’t effect hardness are the best to add to keep hardness high.
Again, speed wouldn’t matter too much here because tanks go slow and you don’t need to care then about speed. You’re just making Air Cav for the sake of hardness and actually the first tech of at least the Russian Helicopters is Technology-Metal-free. Just light metals and rubber. Since you don’t need speed, unless you have the Technology Metals, go for the resource cheaper one.
can u give me a template to do with them plz, it can be expensive as it needs to be
Air is king? *Laughs in 1x support AA + 2xAA which negates all air superiority and shoots down enemy CAS*
I was waiting for a comment like this haha
This is really helping as a poorer country
I would like to know if its better to use battalion level of recon and engineers over company levels. The latter has less combat width ( and lower stats. For example company engineers give less entrenchment than battalion engineers). So, which ones should be used and when ?
I appreciate the tutorials, but I have a few questions with this video. On what did you base the CW? I'm no expert myself in CW but for Europe fighting with 21/42W would be the most fitting ones relative to the dominant forest terrain (plains disregarded). For invading China (as example) you want 20/40W to fit into the dominant hills terrain (plains disregarded). At least that's how I see it, so I was a bit surprised to see a 11W and 47W for example. Are there any changes this mod brings that gives these widths some advantages?
27 - 30 - 40 are the best width for No Step Back, anything less melts, anything larger just gets bogged down in supply issues and gets huge width penalties.
@@SMGJohn Any reason why they fit the best. You can't just say these are the best and leave lol
@@SMGJohn i that NK it's 21 27 and 42 no ?
@@jibrilherrcherofhorny4448
20 - 22 then 26 - 27, 30, 40 - 42
But large divisions are only usable in places with really good supply, you can invest into logistics support for your big divisions it REALLY helps, you can get 40% reduction in supply use with level 4 and -20% fuel use, which used to never matter in the past, but now its almost death for your army if you do not have these and fight in difficult terrain, but even in Europe it helps.
@@SMGJohn supply ? You mean lvl 5 railway ?
Very helpful video but I have a couple of questions. Im new to MD so I'm clueless on the meta,with that being said.Why the extensive use of marines even in simple infantry divisions? And also why did you add so few support divisions?
This video is outdated, there will be a new one for the 1.7 update in a month or two. At the time marine divisions had a huge Org bonus and were meta. Support divs gave low benefits stat wise and added combat width so were useless. Unfortunately after the mod devs saw this video there was a lot of debuffing...
@@Hammurabae Ah i see ,thank you
Thanks for good video from japan.
When the image of Scorpion showed up i died🤣
l have noticed that l can´t put in rocket artillery after research and production in my template. Do anyone else have the same problem or a solution?
Question: Why do you put things like engineers, SP ART, etc on combat instead of support?
In MD support divisions add width, unlike vanilla. Thefore, its more useful to simply use actual battalions.
@@Hammurabae Oh, got it. Thanks for the video and the clarification!
(5:10) Those tanks are quite weak. What is *really* needed to successfully use tanks is tanks with 100+ and even 200 armor. Both levels are achievable in MD and vanilla, by the way.
Is there a reason you use the marine units instead of the normal ones?
They get an org stat bonus!
@@Hammurabae alright thanks.
@@Hammurabae do they require any more equipment? or is normal infantry just useless?
Hey thanks for the vid! I just dl the mod and started playing 1 night ago, its quite complex, love the depth, is a total new game.
I was wondering if we get or can manufacture the f14?
Yep! As the US you can
@@Hammurabae hey, which sub modes related to MD you recommend? Ive seen a few...
What doctrine do you suggest with these templates?
Network-Centric is the best all around. Lots of org, speed, and recovery bonus's
@@Hammurabae While I do agree for most countries Network-Centric if you have the economy to support it are very good, same with the IFV divisions you posted. I think the tank template you posted with the Decentralized Warfare doctrine is also a VERY good option for not dirt poor but less well off countries because it costs almost 2k less production cost to make them (Tanks also get more stats to IC efficiency when using xp to upgrade them.) as Decentralized gives you +10 org to tank divisions as well as some soft attack bonuses. In my opinion since most of the time even Infantry units can pen armor divisions the lowest IC cost makes the unit the best. (ofcourse assuming you arent going to be attacking into straight mountains. *cough cough afganistan*
Постоянно вылетает и крашится игра после 2004 года. Играть далее не возможно ,такую проблему наблюдаю уже в двух катках . Что это может быть?
Why do you use 44/42 width when you recommend to use 30 and 60 width only
Combat width changed between these videos
I just noticed how the infantry and the mechanized one are all marine light infantry, not the normal green infantry. Are they better than the green infantry?
marines use a bit more supply but they have more organization. for some reason in millenium dawn marines aren't special forces so they don't have a limit
@@jfsadhg Well...they are now... and I guess we cannot also use engineers outside the support?
I need to know the best division for no step back in the normal game
I would ask someone more comp skilled then me tbh
i am playing this mod on version 10.8 or something like that and i just made the heavy artillery inf he had and had half of the stats only thing that was the same was the manpower 9900 how do i update or fix this issue thanks
Your tech was probably really far behind, im guessing you were playing a non major?
hello, i cant' increase my influence on ther countries its bugged, need help please
So I realized SOF have better stats (for the most part) than marines and tried replacing all marines with SOF which obviously, made the template have better stats, but it seemed like such an obvious switch so I wonder if you just didn't think of it or if it just simply was because the marine template needs a smaller amout of manpower and is trained faster.
@Odyes, Marines, however, do not have a cap in this mod for some reason. SOF does. Building the same divisions with SOF, while superior, will be more limited overall
@@grandstrategos1144 Well, for some Nations(The US) our Marines aren't specialized troops like the Royal Marines or Naval Infantry for other nations. So, capping them would hurt anyone wanting to play as the USA or a nation with a dedicated Marine Corps. Unless there's a way to set which nations can be capped.
The thing that's killing me is the missiles.
How so?
@@Hammurabae Like how do alcm and slcm work? Do vehicles lunch them? Do they give bonus damage during combat?
It give a rather unfair support as only provincial AA or navals can shoot them down. You can spam them to erase enemy supplies, airports, factories and choke them slowly. But sadly it had disadvantage of many things u need to research before it become borderline "useful" compared to CAS spam.
The nukes on the other hand, they could make a radioactive barrier which no unit able to cross (becoz it give much attrition org loss and impossible to resupply unit there by ANY MEANS) or just thanos snap your enemy (i killed 500k enemy just with a dozen of nuke, turning the borded to unpassable hell). Sadly nuke didnt kill civvies for whatever reason...
А можно добавить кнопку вернуть силы вмешательства обратно? Не? Или до такой гениальной вещи ещё никто никогда не додумывался? Включая разработчика этой игры
the new version is the combat width the meta still 60 ?
No, they went back to vanilla combat widths which are obviously different after nsb
is there any reason why there aren't any support companies on these division templates?
This is outdated now, I am working on a new one. At the time they gave combat width and were not worth it
@@Hammurabae looking forward to it!
How to do I put support ( engineer , recon..) in combat?
They don’t go in combat, they’re just auxiliaries to your unit in a division
@@Hammurabae i mean how did you put them in combat line instead of support line
@@m4j0r did you ever figure this out?
@@Thisissparta8 hes using an older milleniun dawn version
Can you do updated economic guide? How do I make money , I build office complex but hardly get any money. Maybe I don’t understand the tax system
Its coming out with the 1.8 update in April!
@@Hammurabae thx!
A question:
In a previous video of this series you were recommending for divisions a combat width of 30 or 60.
And now, in this one, this rule is completely ignored (everything is 27, 44, 47 etc).
What is going on?
At the end, are there any recommended combat widths, and which are those?
30-60 was when MD hadnt been updated for No Step back which changed all of land combat. The new widths to use are 10,27,41-44
what is the max combat width in this game
Ita more complicated than that aftwr NSB. Check out the combat width part of this hoi4.paradoxwikis.com/Land_battle#Combat_width
@@Hammurabae not the game without mods this mod what has max combat width
1)I would add a police template for garrison duty in here even if it comes up rarely. Best one so far(for majors) is actually a reverse of one from main game - single MBT with as many cheapest support companies as possible. MBT gives it 90% hardness albeit no suppression. All the suppression comes from cheap recce(infantry, motorized and APC) and engineering(guys with shovels and heavy ones with dozers) support companies. High hardness, low cost, decent suppression, low manpower use.
Another way for countries completely strapped for production and resources is to just throw men with shovels at the problem. IE light engineering companies. They can't even fight, but they provide suppression. Somehow. _Apparently they just provide population with cheap housing build on spot._ They cost a LOT of manpower though and melt due to resistance.
2)the brick wall I've met when trying to take over Russia as China was _/cough/that somehow Russia doesn't have oil dependent economy and kleptocracy debuffs alongside rentier state as if it's a country to be taken seriously/cough/_ that there isn't many sources of piercing in this mod. It's mostly dependent on how advanced your MBTs are. Don't have those? Get f//cked! Mod devs consider T-14 as something that is mass produced and living up to all the fake hype around it? Get f//cked!x2
Air power indeed wins the day, but it becomes a VERY long day. Even if you saw enemy logistics in half by spearheading between Kazakhstan and Mongolia. It's not like I've already jumped through a dozen of hoops just to initiate that war for "return of rightful historical chinese lands" without getting too much aggression and losing SCO and wasn't quite happy to sit there if it was Somme...
Tl:dr ATGM techs in the mod are somehow much weaker then tank guns and you can't amass them in division designer with special anti-tank battalions because those are absent. Even helicopters apparently can't carry ATGMs:(
3)poor nations have usually choose DIFFERENT doctrine then developed ones. For example going for partisan/guerilla part of the tree which buffs militia units, you know, the ones that DON"T use C3C equipment at all and have very low cost in general. They suck, but they do so for a comfortable price.
In general combat width is all over the place, you can put engineers, recce and SPAA into support(where they won't affect neither speed, nor hardness).
For example you heavy arty division at 2:44 is basically a mix of your defensive and pushing infantry divisions. Except you've replaced old artillery with SPGs. Which provide armor. Which is WHY it can stop armor itself.
Is there another CW-max in the mod? Otherwise your CW doesnt make sence to me.
that help lot thanks
Thank you!!!
Do you think you could make a video dedicated to millennium dawn’s Navy?
It’s in the works! Expect it within the next few weeks
How am I supposed to know what these divisions are when my game has completely different template icons for some reason...
NATO ones or what?
@@Hammurabae yea I got it man thanks for the video was helpful
thanks a lot
What the name of the counters/division icons ur using? I like them
You mean battallions?
@@Hammurabae yes, the coloured inf and armour figures. 😊
@@CommanderInBed Those are included in the MD mod
@@naaldirdhedur6315 No they are not...
Cannot use any of these due to special forces limit
This video is outdated, I have a new one out
why dont you use artillery?
Its not the best right now. Self propelled arty is solid
You need to improve your mic man, the intro music is too loud while your voice is too small.
Any reason you don't use supports?
They dont give entrenchment, and they add combat width. Better to just add battalions in the division
@@Hammurabae Meant any supports like recon , atry, etc, not just engineers.
Also both engineers give entrenchment as of least 1.6. Just looked.
Also on that topic, is there no way to lower supply use?
@@wolfhunter98 they still add width
I thought millennium dawn mod is still outdated? If not can u give me the link?
It's in the description!
@@Hammurabae thanks!
i feel so dumb for asking all this stuff but does anyone know what to do against units randomly dying altho they arent encircled and are well supplied with manpower, gear and actual supply?
If a division recieves enough damage from a stronger unit it can destroy all its equipment meaning the div dies
You can field these divisions, while south korea fileds an army with units wich ahve 300+ soft and hard attack... lol
The stats on these divisions don’t seem accurate…trying to use the same ones and they are so much worse than what this video is saying
Stats got changed since release. The deva explicitly nerfed some of the battalions from this video 😂
Do the Air Cavs still work?
The devs nerfed them after this video came out 😂
@@Hammurabae now they are completely useless
@@BamFourThousand Sadly yeah
@@Hammurabae back then they even did something. Now they die really extremely easily and do no damage. But they are fast Wich is okay? I guess?
Recon work only in defense
My understanding is that it is better for defense, in that a good defensive tactic will be more impactful than a good offensive one. Or do you mean it doesnt apply in an attacking unit?
@@Hammurabae it doesnt apply in attacking only in defends and give you buff for best defensive tactic
@@MuhamedAvdic Wow I did not know that, thank you
Uhh last I checked it works attacking or defending.
The side with the highest recon value in one of their divisions (including reserves) gets a bonus of 5 skill levels for this comparison. The side with the higher effective skill level gets Initiative. The side losing this comparison has to pick their tactic first. The side with initiative will pick their tactic after and if the counter-tactic is available its weight gets a bonus of 35% for every point of advantage in the skill comparison. Initiative does not explicitly decrease the probability of picking a tactic that is countered by the enemy's tactic.
So stacking 5000 recon won't help you any more than 5, just long as it's higher than the highest the other side has. Or is worthless if you're general is 6+ skill levels higher as even if they beat you in recon they won't get the initiative.
Why is my my game is lagy (when I launch the mod)
The mod is pretty computer intensive so it will happen. The 1.6 version releasing Saturday has enormous performance upgrades so that will help
I love the idea of this mod but the UI of the new menus is just an absolute brain tumor, idk how anyone could come up with such an unintuitive design choice for everything.
please, i need this mod in german.
Why is there no support in use?
They add combat width
7:23 2:00 5:21
Noice
bro thats a lie, because i try and when i declare war on poland or czech or anyone i always stay in the red
Air is rougher in MD, you will need to have a fair bit more, and doctrine to do well
This mod has battle size is 80 like Vanilla?
No, they have switched to the post nsb style
@@Hammurabae why aren't you using the Meta NSB sizes though? All your templates are either over or under the metas for each size and it would be so easy to just add a support or an extra battalion to fill it up
This is getting rediculous I love your guys content that you guys have started but it is getting annoying that it keeps shutting down please fix it.
No Support Companies?
They add combat width
why no support?
When I made the video they were not that good, will release an update division video after 1.7 along with the naval tutorial as they will rework a lot more. Try throwing on tank sup and engineer sup to make the divs better
What are IFV
Infantry fighting vehicle
☝️
Это плохие шаблоны друг. :(
division icons mod name
Its the one that comes with the Millennium Dawn mod
@@Hammurabae but why i don't have it in Millennium Dawn
are there helicopters in this mod? pls tell me
Yes there are!
@@Hammurabae thx!!!😀
@@Hammurabae hey and also, all types of helicopters are there right? pls tell 😅
@@krixonvoid3705 There is attack and transport.
Attack works like planes, transport are a unit you add into army templates.
There's 6 or 7 of each down the tech tree.
@@wolfhunter98 oh ok thx wolf
How do I get support division in my combat width?
You cant anymore, these are old
@@Hammurabae aww dude Ive driving myself nuts for two days at least. I know now
@@Hammurabae did you make any new video for them: