Are Bicycles Any Good? HOW TO Build The BEST Divisions
Вставка
- Опубліковано 1 сер 2022
- Are Bicycles Any Good? HOW TO Build The BEST Divisions
Main Channel @DaveFeedBackGaming
Feedback Memes Channel @feedbackmemes
Discord! / discord
Support me on Patreon! / feedbackgaming
Follow me on Twitter: / feedbackgaming
Follow me on Twitch: / feedbackgaming
-----------------------------------
FeedbackIRL is where feedback procrastinates with his hobbies and other interests. Warning REALLY BORING or REALLY INTERESTING
#hoi4 #hoi4divisiontemplate #hoi4meta - Ігри
I seem to remember when bicycle divs first came out they had the exact same stats as motorised but used support equipment instead of motorised.
PDX balance moment.
Imagine being a german soldier seeing 20000 belgians cycling towards you at 60mph
@@uckbritley1305 Imagine being anyone being chased by a bike going 65.3 Miles per hour
@@shinyaltaria1388 imagine CHASING someone on a bicycle at 65.3 mph.
@@FWAKWAKKA imagine WATCHING someone chase someone at 65.3 mph on a bike
Feedback, I think you're missing the fact that unlike cavalry, bicycle divisions get all bonuses standard infantry get, which gives them better stats than cavalry later in game. (1941/42 and later)
Dave has never missed anything.
He only reveals them later
From equipment and doctrines?!?
@@johngalt5166 yes.
@@SCComega that’s… really based
Do you think if a mod added Bicycles as a separate equipment that was slightly cheaper than support equipment, they'd be even more useful?
I would highly disagree that cavalry units are better than bicycles. Bycles have more hard attack, soft attack, and breakthrough than infantry from 36 to 39 tech Ideal for Japan. Also bycles do not have the same debuffs as cavalry. As matter of fact they are just as infantry with extra speed.
Highly disagree.
At 1:35 you say there is no difference between a bicycle and horse division. However don't bicycles get the infantry tech bonuses whereas horses do not?
Yes. Bycicles are good actually. I massively disagre with the video. I think don't see much use because netherlands don't see much use for this any way. Japan don't use because you unlock to late. But if all contries started with. 50% more speed for suport equipment not using any fuel is a massive buff for divisions you need to be faster in low supply areas. And the fact scale as normal infantary and get infantary modifiers is what makes it viable. But to japan is to little to late. Maybe you do medium tanks with it.
Yeah, the reason cav is shit is because doctrines and techs usually don't include cav.
@@wandy3606 i personaly disagree , 10W bicle division support equipment cost is equivalent of having 2-3 good support companies , 5-6 when you make it 20W , if you want speed you can make infantry faster becouse that extra %speed boost for bigger cost is rarely ever utilised
its something you can build your army on but considering how cheap light tanks are in the last big update (they got like 2.2 times cheaper in this expansion) you can just make cheap light tanks instead of bicycles
most battlefields you fight dont relies on minor speed buffs and support equipment is very prone on being lost due how relialability works
to speed be bigger factor they would have to be faster , if you make really fast light tanks , like 30km/h or 40km/h you can do some ridicules things 4 to 6.4 while big % increse dont impacts that super much for extra loses in equipment you will be having
i could be wrong but unless somone does extensive compat tests how well it preforms attacking diffrent countries (and equipment loses) , id say they are niche , maybe good for attacking big countries but otherwise nah
to give you perspective , 10W infantry costs prod:215-250 , 10W bicycle prod:415-450 so your paying almost twice as much , considering support equipment gets lost more often real cost is more around 2.5-3 times then regular infantry (not to say bikes got 5% relialability lower)
so for every bike division , you could field 2 infantry divisions with them being sustainable almost like 3 divisions
cavalry is only 20% more expensive and has same speed bonus , aside from terrain bonuses and stats , also cavalary has higher org
@@VarenvelDarakus light tanks especially pre 1940 is a bit hard to get a good speed 6.4 MPH and have the other stats. medium is even harder. but after that getting a light tank that can clock 12 MPH is not to hard.
that said if your enemy is moving at 4.0 and your moving at 6.4 you have a easier time to cause overrun total and from the looks of thing partial overrun.
and also not get over run (for what ever reason).
the thing whit Bycles is that they count as infantry but move as cav and that is somewhat big consider there is not a whole lot that benefits from cav. but a lot more benefits from infantry.
motorized (trucks) and APC is counted diffrent from both infantry and cav.
finlly Bycles does not requires fuel something motorized does (no fuel massive breakdown out of supplies, and no speed).
Bycles no penalty from no fuel as they dont use it sure they use a bit more support equipment but your not going to burn support equipment at the same rate as trucks and what not.
@@Zack_Wester cavalery does not require fuel , and has better stats then basic bicycle and you can field 1.7 more for same cost
fuel is not as big deal if you know how it works and can stockpile it before war (you can also proriretise where fuel goes first)
speed of bicycle is not that high to make overuns , especialy you forget as attacker you get big penalty to moving into enemy territory , so even with 6.4 you wont attack enemy faster then it can fall back , even 8 speed tanks cant do that , you generaly not see "overuns" till like 15 or 20
ill give you hypotetical scenariop , 2 armies with same production , army B can field 10 bycycle divisions , army B made infantry and fielded 18-20 . who going to win?
speed is only useful if you got advantage of firepower
and if you have advantage of firepower you dont need speed (as you will be winning battles reguardless)
Slight disagree on mountaineers. They should be made mostly like any other infantry division, but 20 width. This will optimize them for where you're going to use them: mountains. They'll be slightly less effective in other terrain types, but honestly, why would you bother making great mountaineer divisions and then not use them in mountains?
Special forces build
@@lucjanl1262 why not Marines or para in this case.
@@Raptorsified Maybe you're fighting a purely land war and don't have air superiority.
Isn't the combat width of mountains 75(+25)? How come you wouldn't make it 25? I don't totally understand combat width
@@TheWrestler52 you should absolutely make them 25 width to maximize it
“I’m not here to spoon feed you the answer!”
The nostalgia for my dad teaching me math is real.
A while back I used paratroopers to increase the combat width of active battles by dropping them on the province attacked. Counted as an extra front even if the tile was only attackable from one tile, just to squeeze in an extra tank.
honestly they can be great in MP to cut of supply lines , droping them onto hubs or rail lines
Another factor in the "best division" discussion that is often missed is the effect that certain army doctrines can have on division organization, attack, defense and other stats. If you want to really power up certain divisions those doctrines can really make a big difference. For example the Mobile Warfare tree can, if you choose both right paths add up to, 11 organization to armored cars, 12 organization to armor divs, 35 organization to Infantry divs, and 40 organization to Motor/Mech divisions. That can allow for some interesting division templates if a player has enough of those land doctrines unlocked.
Me, using armored car in a division as germany. In my defense, i had a lot of armored cars and motorized, few mechanised and rocket motorised, so i mixed them all together. they had more hardness than motorised only and adds more armor to the division.
@@furens-aru I love armored cars. Very underrated!
gotta join in the choir of comments here. that Bicycles are actually really good. either as a way to make slightly-faster heavy tank infantry. Or just as general fast divisions that don't use fuel (big thing if you play nation like Japan that wants to use all its fuel for air and navy). AND unlike Cavalry, Bicycle troops get all the buffs from the doctrines while Cavalry does not. Also the fact they use less supplies means they are better for a Blitzkrieg across Borneo's ports. Or a push across India.
I think a better question would be instead of the "best" division is: Whats a good standard division for each "type" (infantry, tank, tank design etc..) of division. Instead of something thats excellent, something thats okay. Something that will almost always work no matter the country (Like 18 width infantry with Artillery and AA). Because if there was a "best" division, you don't learn anything by repeating it over and over again. But giving someone a standard to build on, that allows experimentation will be a whole lot more effective than a "best" division.
The thing too is there is really not that much indications in game of what each stats represents, and from one thing to another it can be drasticly different. Reliability for exemple, you could 100% legitimatly think it works the same for tanks, planes, and whatever this stat concern. But for planes, i learned from one of your older vid that it doesn't matter AT ALL, like 0% reliability will mean a plane will fight for 6 mounths if i remember well before crash, wich is often more than enough in intense war zones. But for tanks, it fucks everythings up, and i don't know how much it impacts ships. Paradox makes those stats very hard to understand and to deal with efficiently especially for newcomers or non hardcore players.
Of course there are some HOI hardcore 5000+ hours played who learned how every stats works with everything, but not everyone plays that much. Like soft and hard attack too, i know soft attack is meaningfull against troops with low hardness, and hard attack against high hardness, but is hard attack applied too onto low hardness units? It would be logical, just like in total war armor piercing damages applies too onto units that have 0 armor, but i don't know for HOI. There is so much things to learn and understand on this game, i have arround 150-200h clocked on it and i still feel like a total noob that just launched the game for the first time, nearly nothing is intuitive. Don't get me wrong, this game is great, but my god how complex and obscure all mechanics are!
Yeah Paradox was always good at making games, but not at explaining them. Another example is that Attack is actually important when defending. Just call it "damage" or whatever, makes it way less confusing.
The way hardness, soft attack, and hard attack work is that hardness determines what percentage of the damage you take is from soft attack or from hard attack. 10% hardness for example would mean that it receives 90% soft attack and 10% hard attack from enemy units. The reason high hardness is so effective is that the AI has a lot of difficulty making divisions with lots of hard attack (the player will have a fair amount of difficulty with this as well unless they're doing something really strange or really know what they're doing), so that means that high hardness divisions are not only less vulnerable to divisions with high soft attack, but they will often take much less damage overall because hard attack is often significantly lower than soft attack.
Part of the reason that the 7-2 was the meta for so long (and arguably still is a really strong template) is because regular artillery has a decent amount of hard attack on top of very good soft attack, so unless the AI or another player was throwing something with extremely high hardness at it, it was pretty effective at dealing damage to it. Note that the 7-2 with rocket artillery doesn't work particularly well against high hardness divisions because rocket artillery has very little hard attack.
@@efulmer8675 thx for the explanations! It is still more complex than total war, but i understand^^
@@seijurohikko6382 There are a lot of complexities to HOI4 if you're trying to cheese everything, but if you're just looking to win in single player or have a nice time with your friends, all you really need to worry about is having a decent division template and 5 million fighters and close air support (CAS) and you'll just win. And if you're having difficulty getting enough military factories to do that, try building some infrastructure and prioritize civilian factories more and you'll be just fine.
@@efulmer8675 i mean, if using the game core mechanics is cheesing it is sad xD abusing the IA not puting CAS into the Alpes is cheesing, but searching to understand how something intended works isn't cheese for me. But i agree that knowing everything is not fully needed, but if you like to be efficient and understand what and why you do things, clean mechanics are nice too, and helps to improve your gameplay
Not sure if this is in vanilla but in KR Bicycles get reduced combat width with mass assault like infantry. I had a lot of fun with 25 bike battalion divisions (40 width) as Sichuan clique.
I do something similar with the Japanese, but I Tag on SPGs aiming just under 15 wipth (15 wipth before I get the upgrade)
Honestly no better way going through America. And you capture light tanks from everyone, you can convert into more SPGs.
I usually keep them unconverted till I'm at war with the allies and may lack recourses and convert them with the latest tech then. Gives you a big extra stockpile
@@MyILoveMinecraft spg?
OMG! Japan mass assault tank meta
Why aren’t there motorcycles in Hoi4? They’d be perfect for recon divisions.
This is actually genius.
And also historically accurate!
First they would have to make reconnaissance a stat worth getting. Then they can think of making motorbike recon somehow worth adding to the 6 or so different recon divisions we already have.
@@ruukinen it's already worth getting. Counterring enemy general's tactics is quite a powerful thing.
@@user-fo8ff2gl8n It's really not, I don't have the patience to explain why since there are adequate videos and reddit threads already explaining it. The crux of the issue is that it only triggers in very specific circumstances and in those very specific circumstance it only lasts for a short while. The average bonus is something like 2%.
More problematic for me as newbie, more than finding the perfect template, is understanding what is a good value for a stat at a certain point in the game. Is 100 breakthrough good for a mid game division? 50 hp is ok? And a tank with 10 production cost? Fuel consumption of 2 is too much? 200 soft attack is enough late game? I know organization shouldn’t go below 30 but what about the other important stats?
Keep up the great content!
Medium tanks IC cost should be between 10 and 20. Light tanks less than 12. Heavies can be expensive as you want.
Breakthrough should be close to enemy's soft attack. And soft attack should be bigger than enemy's breakthrough.
did you know that you can change the entire vertical line of a division when you change the type of the unit at the top?
if you change the foot infantry to mobile infantry/tank the entire line will change to that unit
it's slightly faster than changing one by one in large divisions
Building that sweet perfect horse-bike-camel division with feedback wisdom. This will be a great evening.
PD should add horse-drawn AA, Arty and AT
Uhm...who do you think pulls the regular Arty? Its surely not mice, and neither men...its horsies or some other strong animal.
@@CG-eh6oe yeahhh Elephants!!!
@@CG-eh6oe I think that's pull by a truck, like the photo in the game is literaly a truck
@@alexsandermc9794 My Grandfather served in what would be translated as "horse artillery". Because it was artillery that was mobile, because it used horses to pull wagons with arty and ammunition. Motorized is an "upgraded" version. And it is called motorized artillery IIRC.
I like the dude in chat
"If I went 6.4 km/h on my bike I'd fall over"
4:53-4:55 Sir Churchill is proud of your pronunciation there, Dave ;)
Seriously though, you're running the best HOI channel and one that's keep getting better and better overall 💜
Thanks for that!
For me when I use marines it's all about maxing soft attack and breakthrough while having high organization, particularly enough to grind down enemies that outnumber you(sometimes enemy stacks 10+ divisions inside a port) so they can win in naval invasions. That means the usual 15-27 width with the normal ratio of artillery to regular men, but particularly focusing on good support companies. Give them engineers(breakthrough and terrain bonus, doubly so when you get urban bonus since most ports are cities) and flame tanks(the heavier the better, put on as many breakthrough increasing mods like heavy 3 man turret, stabilizer, auto loader etc. armor isn't really important and production cost can be high because you only need to equip 6 or so divisions and its only 12 tanks per division). Flame tanks add significant amphibious and urban bonus which commonly stack when invading most ports.
Of course use support artillery, even rocket artillery late game to add massive soft attack. Armored recon company can also be used to add a bunch of breakthrough. Tank recon + juiced up flame tanks will double your breakthrough rating or more for very small investment.
With this design I've had little 15 width marines literally have 800+ soft attack and 150+ breakthrough in naval invasions and have seen some wild stuff like 6 marines wipe out 20 american/British divisions holding Gibraltar in a single battle that lasted over a month. The level 1 general leading the force got to level 4 just off that one battle and got invader/infantry expert.
I always build my divisions like I cant remember what templates I have used before. I just focus soft attack, make sure I have more than 30 organization, and slap on logistics and some anti air (and later anti tank). My strategy is that they cant push you if they are dead, and likewise they cant stop your push if they are dead.
It really does depend what country you are playing. Sometimes it even depends on ideology/focus path. Doing my first time thru as the PRC and did Maoism and went for the soviet alignment. A lot of out of date equipment that I can make lots of. Startrd with weak infantry and cavalry with no arti, but now in 1944, I have flame tanks and tank recon even, but the armor is a measly 5 which has gotten me to this point but the Balkan Federation and Iran are punking me while USSR and I are beating back the Central Powers that made it right outside Moscow before I could mobilize enough troops to help man the entire line and deal with the 5 naval invasions in Europe, 3 of which are in Finland/Norway. I even have the 3rd largest navy with 3 carriers. Problem is they are all tier 1 ships with coastal defense maker, so they can go to Taiwan from the mainland is their max distance. Still took out Japan solo without the soviets if that helps put this game in perspective. Also 2nd largest air force but mostly interwar fighters and cas 1s... had 3800 planes to Germany's 2800 and I still had red air at about 10% superiority and 88% coverage. Again, starting nation really makes a difference.
A strat I like to do is 3 cav, 1 arty support and 1 AA support. 100% can do this but with bikes. In fact it would be better because the whole idea if to basically make fast arty.
How ever it is a micro unit, it's not meant to be a line unit but 3 stacked up can save something from getting pushed in.
Camels also have 30 HP versus cavalry 25, a 20% boost in HP.
also have more org
I might be mistaken, but isn't the advantage of bicycles that thry benefit from infantry upgrades from doctrine, whereas cavalry do not?
What I do with marines I use amphibious tanks and Amtrak’s and build it like a tank division with engeers and with paratroopers you could make big 44 widths for d day and use them to encircle the crapy garrisons or drop them near the frontline for easy encirclements
it will take some math but you could design a paratrooper meant to roach out in deep inserts around rivers. Rivers give supply and so do supply planes. Something strong enough to force a player to redeploy high value divisions.
when i make motorised divisions i like to have rocket arty for the exrra breakthrough
I did a meme game as Japan where I did Bicycles, Motorised rocket & Mediums, it's was fun but the support equipment requirement was huge.
I doublechecked the video play speed at the end, Dave should start a rap career :p
I think the lower supply use is actually very interesting...might be worth having around to not absolutely destroy supply hubs as a minor, while also being able to overrun German units (especially in the urban/plains-y areas of the Ruhr, where you have the biggest speed advantage)
Can you do a video on how you give generals army's? Do you give a general 24 then get a new general? Do you give a general all of one type of divisions? Etc #Niche !
There are lots of places you can take a horse where you can't bring a wheeled vehicle.
Mountaineers are also good for south China and india for Japan. Just something you didn't mention.
Also Bicycle battalions need motorised artillery or spgs if you require line artillery in order to maintain speed. It is a good combination with SPGs to have a type of faster space-marine type of unit for breakthroughs and overruns.
I use paradrops as SOV in the winter by retreating to the river line and letting me endlessly attacking me while using paratroopers to paradop on railways or supply hubs doing little trolling and then PARADROPPING BACK to my area
the best thing bout bicycles is the hilarious animation, i died the first time i saw it XD
So I just bought the waking the tiger dlc and I dont have bicycle divions with the netherlands? However I see the focus for Japan that unlocks them so the dlc is installed.
I never seem to make the same template twice, I just go with the flow of the game. Ships, tho, always make the same three designs, four if I'm using Carriers
Honestly I think the game should tell you what all the stats actually do it's alot harder to figure out what is good if you have no idea what any of the numbers mean
You're a good teacher bro.
Well, I for one enjoy creating bike divisions with Japan because I imagine a bunch of Mumen Riders soldiers (from One Punch Man) =D
Bicycle battalions with motorized arty is a pretty good deal for their cost, a relatively cheap while being fast and hard punching division.
eminem would be impressed with your pace of talking at certain times
Uhhhh sama lamaa duma lamaa
I know some good templates that i've made up myself for infantry but I have no clue on how to make tank divions? Could you help me?
Hey, can I ask a question? it it even worth it to build AT? I ask cause I just got done playing as Romania and didn't have a single AT battalion or support company in my entire military and yet the AA I was making managed to give me enough piercing to dumpster any tank I came across. I have no Idea why AA has such good piercing but it is making me wonder if dedicated AT, weather in line battalions or support company's, is even worth doing. Do they have some sort of extra stat? Or do they do more damage to tanks than say an AA gun that has the same piercing?
If you play SP then indeed AT is kinda pointless and AA generally will suffice. AI never seem to make really high armor tanks.
I did the "Narrow path" achievement for Netherlands and yes you do actually need AT for the medium tank divisions Germany brings. Tier2 AA support gave me 29 piercing while the german divisions had 46 armour. You could of course just mix it into the line but I don't know if that gives you enough piercing or not.
I've managed to get up to 36 peircing with just one company of support AA and one battalion of AA mixed with 12 infantry battalions.
@@atomicLord97 Yeah so that wouldn't have been enough then.
For SP you dont need AT, for MP it seems to depend on your build - if you go mostly tanks to counter enemy tanks, its not that needed, otherwise you might need.
Btw AA beeing high piercing makes sense, AA guns where used as makeshift anti tank weapons.
how do i counter large combat withc divitions? for excample if your china and japan player uses large combat with divitions with alot of aritllery (idk how large tho) how do i counter that? make artillery with the littler factories china starts with or make larger infantry divitions?
best counter is to make smaller units with proportionally more defense, large divs are split if they attack small units, so a 40w will attack 2 20w at the same time at 50% power for each, if they can overpower their defense, then great, if not then oh no
Bicycles need repair kits. Hence the support equipment.
I am sorry, I am just dying laughing at the idea of Germany Nazi soldiers riding bicycles yelling "Hans hol sie!"
Do you ever use the amphibious tanks or the amphibious trucks?
If you like overruns, speed is critical. To get an overrun, your unit just has to get into the tile a retreating enemy unit is retreating into - before that unit gets there. With air support and fast enough units, you can control when you get overruns and it's really satisfying. I'm always a little bothered by Dave's 4kph tanks 🤣 To me it wasting half the reason to have tanks, lol.
Also, paratroopers are valid regular infantry. You can make a full sized unit to drop. I think it's a waste to make tiny units to get killed. A full sized unit under a general with the paratrooper trait can usually hold out until your army gets there. I find them useful for making encirclements and weird niche scenarios.
But all this proves is how flexible this game is. Ultimately I play pretty different from Dave, yet I have success and he has success. Once you understand the mechanics of how this game works, its pretty hard to go wrong designing units.
Can't you just use motorized to get there first?
I actually disagree with you on Marines, and special forces in general for that matter. You don't want to build them like standard infantry divisions, especially if you include a lot of line artillery/AA/AT. As you saw yourself, adding 2 line artillery to your Marine division lowered the amphibious bonus from 50% to 30%, considering that bonus is the only reason to use Marines in the first place you're heavily diluting it by adding anything that isn't Marines to that division. Same concept goes for Mountaineers btw, Paratroopers too but I don't think you can actually add other things to them and still be able to paradrop so there's that... Basically special forces are the main reason to use those support AA and AT divisions, as well as support artillery(which is always good) and even support rocket artillery. The more stats you can add without diluting the division the better for special forces.
Could Bicycles be good for areas with very low supply like in Indochina and northern chinese steppes since they've got that lower supply use?
What do you think would be the most efficient type of unit for these low supply areas? Just a normal boy with logistics companies? or can you minmax something with the best bang for your buck in terms of supply use?
Doesn't Italy unlocks bycicles as one of the focus tree for Bersaglieri?
I need help lets say i play belguin and im going to hold against germany whats a really good defensive unit thats fairly cheap
Literally just make infantry, slap engineers and recon on, slap some artillery on, either support or line, however you want and never again look at your template. Works all the time if you're not in multiplayer.
You missed AA
@@FeedbackIRL Thanks for your reply. Really appreciate it, considering this was a half-assed half-shitpost. But even though I like watching your videos and I understand what you're doing and how those mechanics wok, I really can't be assed to change my template mid-playthrough when I have better things to do. I frequently incorporate your tips if they aren't too much trouble, but I would never micromanage my units or produce units optimized for special cases only. And I could never produce enough of anything to equip my whole army with all that (but I'm just a casual player and want to have fun).
I actually just use fighters and literally never even research AA or AT (until recently when I got the expansions with the tank designer).
There are some strange things I have noticed in tank designer. Like for instance, why does having NO turret have a higher production cost than a "basic" 2 man turret?
As far as folks constantly asking for the perfect division template. I think they are just too much stuck in the OLD meta where there was a clear cut OP division template. With the changes in combat width and reinforcement all that went out the window. Now it is far more intuitive.
The NEW method is do NOT go under 10 (except for Memechutes capitulating France) or over 45. That is the baseline. Tailor your divisions for what you need by working in those perimeters. Need a cheap infantry division to hold your line, like playing Russia and you are holding back the Germans while you get rid of all the red, go with something in the 20 - 24 range. Slap some AA and an engineer on it so it digs in deep and can ward off CAS. Need a division for smashing through the enemies front, go with a 40 - 45 width. Go with what YOU think is fun to play with. There is no OPTIMAL division anymore, just keep an eye on org and being too small or too big.
There is always an optimal division. It just isn't as simple as 7-2 etc now.
@@ruukinen oh, so what is it then?
@@timothyhouse1622 What do you mean what is it then? Even before there wasn't just one division. 7-2 was a cookie cutter infantry division that could attack but if you could afford tanks 7-2 were a waste of production so you should build just 10 infs. Like then it still depends on the circumstances but for each circumstance there is always one optimal division.
@@timothyhouse1622 i make 30w infantry 10/3/1 the 1 being either AA or AT as needed
and both support arties, eng, aa support, and then either logi, or recon light tanks with close support guns
they seem to work equally excellently everywhere, in basically all cases
The way he said Anatolia I guess he is Greek 🗿🗿😂😂
a horse in the mountains is definitely 10 times faster then on foot
the austriand and german army are using mulies to this day
a horse is faster in the mountainous terrain, until they aren't because the rocks are so treacherous, even a horse can't cope, and only a foot mobile can crawl
Bicycles have great modifiers.
Motorized are very expensive, use fuel, and only give you a speed advantage in some terrains.
_(cavalry are faster than motorized infantry in forests)_
One thing that i don't really understand in hoi4 is that every grond unit has speed below 10km/h why have light and medium tanks such a slow speed? Are they from ww1?
Mr feedback why does your paratroopers and mountaneers have bonus attacks in jungle terrain?
I had all doctrine researched while I was testing
Cost more steel to make a Infantry gun than a Tank LOL Paradox LOL
you always say that catch all divisions aren't as good as dedicated defensive and offensive divisions.
can you show some examples of good dedicated divisons? I'm assuming mechanized infantry is a good offensive one, but what's a good defensive template?
My advice when building special forces is to not ad atillery battalions because you're gonna lose all the bonuses. Mountaneers are good in the mountains, you ad artillery and they suddenly aren't anymore. Sure you get soft attack, but then just make a regular infantry and ad artillery. Marines also lose much of their rover and amphibious bonuses and paratroopers you can't even drop anywhere if they have anything other than paratroop battalions. Not to get confused, you can of course always ad support companies and support artillery, AA, AT etc.
It's my favourite division irrespective of the costs.
Obviously the most OP division is Fighter/CAS
Me getting all my troops a bike and they blitz look 20k per bike 1m troops soo 20billion dollars but some countrys gdp is in trillions soooo
I do use it only for my role play LOL
I want to ride my bicycle
How did you arrive at >30 org being the correct amount for divisions?
Experience
@@FeedbackIRL my dude, stuff like that is what people need to know to make good divs. I know, for example, that you need more than 30 org, but I couldn't tell you why that's the benchmark.
I think they are good because its soo fast
Can you do all achivment spain and grees🇬🇷
Spoonfeed me Dave, I like it that way!
🥄
It worked for the Japanese irl
Camels are better than horses for Garrisons as they require slightly less supplies.
Battalion type tier list
I use them because their funny
Can Self-propelled Artillery ever be justified as a replacement for Artillery, or are they just not worth it?
I've started to use an Artillery Division which uses SPA instead of normal or motorised artillery, mainly because it's fun. But is it actually any good?
SPA are really good, however you use them on motorized or mechanized divisions (or Bicycles / Cavalry) to replace motorized artillery. As the fact they use fuel tends to make them not worth it for regular infantry divisions so you can get that extra bit of armor and massive soft attack on the attacking division you are fielding. Also since you don't need too many its not too heavy of an investment either.
However if you are using SPA on Infantry, thats a loosing game, as you want to use Heavy tanks that are barely moving at 4km/h with excess amounts of armor on infantry so as to give you that extra mix of piercing armor and breakthrough.
BICYCLE ONLY!
no
Cas3 or Tac.Jet ?
I think bicycles are also quicker to train than horses
Thank u bro
Any time
are nukes worth rushing
How can I defend myself from Germany early game? it always rolls me
For single player if you can spam CAS and make pure inf with Engi support + AA. Has worked for me. It's very vital to do something with air. Can also try fighters to intercept their CAS. (if you are a minor dont go for air superiority but just intercept to prevent many fighter losses). And forts can work too. Not sure what country you are trying to defend with but especially NL make forts along the border as they terrain is hard to defend.
👏👍
😌
I wanna bike to Moscow like ISP did
Shame. Because of the thumbnail i had the impression i would see video with Feedbecka gaming and not Feedback :(
ERLY
521 likes when i got here lmao
As the US, I tend to craft Marine division templates that incorporate amphibious tanks in the mix. I simply speck them to be slow, well-armored, and with a good amount of firepower.
You remind me of Dylan Moran
no
Why? because it is fun to take paris on bikes :D
Hey feedback I was wondering what good it does if any to put support arty in a division that already has arty/anti air in the main division body
support arty alway out performe standard arty for cost efficiency for instance, 1 pieces of line arty adds 1 soft attack while one peice of support arty add 2 soft attack (that mean +36SAfor a battalion of line and +24 for a batallion of suport).
So if you want a division with good soft attack you start by adding support arty then if its not enough you add line arty until its good.
same goes with AA just the support in 1940 if only around 23% more effective and not 100%.
Yeah basically it's a cost effective way to add soft attack, using just a few pieces of artillery to give the division some extra kick, soft atk is always good
TLDR is always add Support Artillery and Support AA. even if its just a basic 20w port garrison template as its so cheap.
so I was wondering if you add a tank battalion to an infantry division is the division still counted as an infantry division or a tank division? for example, a division with 9 infantries and 1 tank is still considered an infantry division or what.
Why i dont have them?
modern tanks yay or nay
Yay! But in reality you should have won the game by the time modern tanks are viable.
surely bike divisions are hampered by the fact you have to be Japan or the Netherlands. Neither has a good start position.
i mean, you btfo china as japan, and then the world is your oyster
Adding 1 or 2 marines in a 9 infantry battalion template allows me to train unlimited divisions with a bit of amphibious bonus. just recruit the max divisions, deploy them and recruit them again. but it does require a lotta manpower and equipment so its not really that efficient to most nations
and why should you do that? i assume most of your divisions wont need tha amphib bonus
the last time i tried to naval invade britain it went bad and i thought this would be a bit effective
Sounds like a waste, only a few of your divisions will be fighting in the first wave of landings, so there is no reason to spread your marines out to the divisions that arn't gonna naval invade...
Dutch world conquest with bicycle Marines when
Suicide paratroopers (2-4w) are also great for breaking through fortified locations (Maginot, ostwall, etc.) - just drop them behind enemy lines en masse and watch the frontline descend into chaotic mess.
My man you tried that in Ukrain all that happend was your Paratroopers where turned into a chaotic mess phisically
@@theboysclips2094 how is that relevant to the discussion?
Also, you do know that game and real life are quite different?
Wonder why Denmark doesn't have bicycle template, we mounted 20mm auto cannons to the bikes, which took out a bunch of light panzers in the few hours Denmark resisted