No questions so far. A good video overall that explains well how these templates function. I look forward to future videos to help me figure out how to play HOI4 effectively without beating my head against a brickwall for hours.
Fair enough. A good set up for some pretty decent divisions for someone playing casually VS the AI. Wish more people made videos that gave a nice, simple breakdown as opposed to glancing over the small things.
Adding more can be beneficial, but you'll need to be sure that you've gotten a nice little bump in organization before adding them. Most will hurt your total org capacity, they can lead diminishing results if too many added too early. If it's early game and you're mainly trying to hold a line, just a shovel will do. If you're trying to push, adding a shovel may help there too as it also adds breakthrough, not just entrenchment. You're certainly encouraged to add more support companies to any of the templates shown, they're merely base starting points. Whichever you do add though should depend on the division's role, be it defense, offense, so on.
Im new to the game so Should motorised/mechanised infantry be used in place of regular infantry when i have sufficient equipment and manpower? Or is both needed for a good campaign? Also what is line infantry exactly Great video though look forward to more
No. You should always have regular infantry Divisions. Regular infantry will still be able to fight and operate in rough terrain and low supply and without fuel. Unless your doing something special you should always have them. Line infantry are just the regular battalions that represent regular army men.
@ammarfaisal3555 Much like the person above me stated, ALWAYS have regular infantry units. In general, you'll need far fewer motor/mech units; they tend to perform better on the defensive and are great for suring up weak spots or areas of heavy fighting, but they should rarely make the bulk of your army. I personally keep most of my army as line infantry, with a few supporting units of motor/mech to mainly support my tanks/breakthrough units. But, I'm usually slogging through the USSR, fuel and supply are rare when you plan poorly. (Build railroads, steal supply hubs and connect them.) I'll have another video out in the next week or so going over the finer details of using motor/mech, how many, and using tanks (along with their templates,) to perform encirclements and salient cut-offs. The two biggest limiting factors will be fuel and supply availability. Take the game one step at a time, it's a slog when learning, but it can make such funny moments, like making Germany a Danish puppet.
You very much can use AA support companies, these are more just the "baseline," start-of-game/start-of-transition suggestions. As you progress down doctrine and gain more org cap, AA companies would fit nicely. I also believe you can pop in AA companies to supplement AT companies, piecing and the like, but I believe the new DLC re-weighted how much piercing AA can provide to a division overall.
No questions so far. A good video overall that explains well how these templates function. I look forward to future videos to help me figure out how to play HOI4 effectively without beating my head against a brickwall for hours.
Fair enough. A good set up for some pretty decent divisions for someone playing casually VS the AI. Wish more people made videos that gave a nice, simple breakdown as opposed to glancing over the small things.
"'results may vary" based
Very helpful, thanks!
Thank you for watching, I'm glad you got some help!
Questions welcomed.
Do you recommend adding more support companies? Most of my line divisions have engineers, recon and artillery/AA.
Adding more can be beneficial, but you'll need to be sure that you've gotten a nice little bump in organization before adding them. Most will hurt your total org capacity, they can lead diminishing results if too many added too early. If it's early game and you're mainly trying to hold a line, just a shovel will do. If you're trying to push, adding a shovel may help there too as it also adds breakthrough, not just entrenchment.
You're certainly encouraged to add more support companies to any of the templates shown, they're merely base starting points. Whichever you do add though should depend on the division's role, be it defense, offense, so on.
Im new to the game so
Should motorised/mechanised infantry be used in place of regular infantry when i have sufficient equipment and manpower? Or is both needed for a good campaign?
Also what is line infantry exactly
Great video though look forward to more
No. You should always have regular infantry Divisions. Regular infantry will still be able to fight and operate in rough terrain and low supply and without fuel. Unless your doing something special you should always have them. Line infantry are just the regular battalions that represent regular army men.
Usually when I'm mechanizing my army late game I keep around 40 infantry divisions and the rest are motorized/mech
@ammarfaisal3555 Much like the person above me stated, ALWAYS have regular infantry units. In general, you'll need far fewer motor/mech units; they tend to perform better on the defensive and are great for suring up weak spots or areas of heavy fighting, but they should rarely make the bulk of your army. I personally keep most of my army as line infantry, with a few supporting units of motor/mech to mainly support my tanks/breakthrough units. But, I'm usually slogging through the USSR, fuel and supply are rare when you plan poorly. (Build railroads, steal supply hubs and connect them.)
I'll have another video out in the next week or so going over the finer details of using motor/mech, how many, and using tanks (along with their templates,) to perform encirclements and salient cut-offs. The two biggest limiting factors will be fuel and supply availability.
Take the game one step at a time, it's a slog when learning, but it can make such funny moments, like making Germany a Danish puppet.
thanks
No AA support companies against AI ?
You very much can use AA support companies, these are more just the "baseline," start-of-game/start-of-transition suggestions. As you progress down doctrine and gain more org cap, AA companies would fit nicely.
I also believe you can pop in AA companies to supplement AT companies, piecing and the like, but I believe the new DLC re-weighted how much piercing AA can provide to a division overall.