These Are The BEST HOI4 Division Templates! - HOI4 Division Template Review
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- Опубліковано 21 вер 2024
- These Are The BEST HOI4 Division Templates! - HOI4 Division Template Review
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Step 1: 10 Widths 🪖
Step 2: CAS ✈
Step 3: PROFIT! 💰
10 width too many in step 1.
Too many steps by 10 width
If you have the manpower for it 10 widths will solve most problems, so long as you have enough on a line that by the time another breaks in a province others are hitting that line. If you dont have a lot of manpower 10 widths, while still effective, will obliterate your reserves.
Tried this with expert AI. Polish AA destroyed 1000 Cas in like 10 minutes
I have over 100 hours in the game and I still have no idea what I'm doing.
i have not check properly but i know im atleast 200 hours in the game
and i just had the first time ever beat the allies and ussr as germany 🥹 im so happy😵
146 and counting but I’m the same
I have nearly 1 thousand and I still have no idea what I’m doing
@@evan_068 🤣
New to the game, have 88 hours rn and still don't understand naval or Ariel combat
You say a few times that soft attack can be overkill, like adding a support artillery. I completely disagree, soft attack can never be overkill, infact it gets better the more you have, because once you have more soft attack than your opponent has deference or breakthrough, you deal even more damage.
Yes but only if you can stay in the battle and continue firing.
Yeah what's the problem of adding a support artillery? I mean it's just a few pieces of equipment and a bunch of free stats for minimal org cost and no combat width
@@zoroasper9759 For majors? Sure. Minors can't afford that, it's better to just hold with 10/0 engi and specialize your little industry on real breakthrough units, not to mention places like south America will eat your artillery alive. For majors doesn't even matter you can do whatever in single player.
@@HenriqueRJchiki Yeah but this is entirely out of the discussion since we were talking about divisions with like a fuckton of batallions of motorized rocket artillery and stuff like that. Yeah don't put support art in your shitty frontline 10 widths but if you want a few breakthrough units why not put it instead of leaving it open? Unless you really want to avoid dropping org
I never meant "why not put support art in every single division" I was countering the point that Dave made when criticizing support art in those big ass divisions
If you can micro your logistics perfectly (few can) making a division more expensive then it needs to be can be game ending
For some of the low org templates, I think you need to keep in mind the benefits you can get from doctrines. Some of these probably hit 30-35 org once you're mid way through the tree.
Yea I was thinking the same that he forgot that doctrines weren't researched on some of the templates
In that case nothing is stopping them from researching the doctrines
@@FeedbackIRL yes, but doctrine isn't researched anymore. You "buy" it with xp that Paradox NERFED prior to No Step Back coming out. Yes, that is my BIGGEST rant about this new DLC. Trying to get doctrines is a pain in the donkey.
@@timothyhouse1622 Tilde keyy, xp 500
9:10 I'm pretty sure this division is designed for defense to make the AI either lose lots of CAS or not use it (in which case you achieved your goal of not getting shredded by their CAS as well)
Me: *Ignores everything meta, makes an expensive heavy tank and plops it in my regular infantry divisions going at 4km/hr*
My weak mil production: "Send Help"
Heavy tank destroyer would’ve been a better choice but ok.
I'm really surprised how little support AA people use and AA in general. Especially since NSB to me even in SP it's become so vital. (Unless you play a major power and focus on air)
I found myself saying that several times for the 'low cost' divisions, like the motor division. That screams for AA support.
Honestly I have AA even when I have green air: you get piercing, you get a better kill/ratio against CAS if sometimes you mismanage your air, and the cost is not so high, you basically put 5-6 mils on AA and just let it there for the game.
TRUE AND BASED
Haven't seen the video yet...but I'm betting more people used Support AA as a poor man's artillery and anti tank unit instead of AA (which MANY people in the community recommended before netted it in NSB) so they haven't adapted, possibly because they build so many fighters they don't see the need to make AA.
The AI of HoI IV is trash - against players you definitely need lots of AA.
A few years back I've heard an argument on actually having artillery/rocket divisions with massive soft attack, but small organization. Basically you wanted them to deal damage and immediately retreat out of combat. The point was to have steady way to make a lot of enemy casualties without losing much equipment. It can't push, it can't breakthrough, it's there just to appear in rotation between infantry divisions and deal soft attack once in a while. No idea if it worked, back then or now.
low BT/defense means u also have looots of losses regarding equipment and mp. if u attack an unit with also big SA and good defense (like 7/2) u die.
this strat might work though, with something like 4 breakthrough focussed tanks, 4 inf, 4 arti at mobile warfare (much org+bt)
@@arankoka losses are tied to HP as well as hardness, breakthrough and defense(not on attack, it literary does nothing on attack) as you've said. Organization ISN'T on this list. Reread my comment.
I dont even play Hoi4, but it has been wonderful exploring the youtubers that post Hoi4 content. You I have to say, are the most charismatic of the bunch. Comfortable voice, and you have a very approachable way of presenting information.
Thanks bruv. Kind of you
I see alot of what I used to do early on, the 'one template' inf division.
Takes some time before you are confident enough to understand the value of having def inf divisions and offensive divisions.
It really is much more effective and costs much less to have def spec inf divisions to hold your line and a few specialized attack divisions to push holes. All it requires on your part is enough skill with HOI4 to organize your armies and assign orders properly.
Just out of curiosity, how would you avoid having the off divs getting attacked. Is there a mechanic which lets units with better def engage first on defensive. Or would the strategy be just hold the off divs tiles away while recovering?
@@Aerowixx your def units should cover the full frontline so it shouldn't be an issue
Why you always says that engineer is only for defense?
It gives a lot of defensive bonuses, but it also gives some offensive bonuses too
20% on fort attack, 25% bonus movement and 10% attack on river, 25% amphibious attack, 5% movement on forest, 10% attack on urban and 20% movement on marsh
Small bonuses to soft attack and more importantly breakthrough too
Amphibious attack yeah, sure. Want more speed? Add on motorized recon.
One big factor is why I rate engineer so low. I think speed is a poop stat
@@FeedbackIRL engineer is the company you should put in every division
@@FeedbackIRL I think the river, urban, and fort attacks are worth it for both that extra little org boost and the cheapness of it. They cost like nothing.
That motorised artillery division is made to fill in the gaps when encircling fast. You push with tanks you hold with those while the pocket doesn't close. It's a defensive division (heck you could see its got 600 defense)
I found it much harder to use this strat in no step back with the supply system, often times my divisions run out of supplies before they can encircle a vast area so kt becomes much easier to break these thin fronts before the encirclement is done
@@thiccupcake push up only along rail lines. that way you capture supply nodes, deprive the enemy of supplies, and do large encirclement. Smaller encirclement may be easier tho
I approve
The AA Panzer-Division counters the 10 with infantry and CAS meta. Truly underrated ;)
To that armoured marines division - not only for island hopping. When you for example need to do a fast breakthru after landing where it is well defended, it is good. For example when late-gameinvading USA,I often start on mid-Florida, lure a lot of divs, and then cut it off. With marine tanks (Amtracks and DD tanks as a Marines div) this is much easier than it used to be.
I’d like to see a division guide for specific regions tbh, like “heres a great tank division geared specifically for russia” “here’s a great North Africa infantry” sort of thing.
“Breakthrough so high you don’t need the extra soft attack” wait wut. I always replace some tanks with SPGs in my templates if the breakthrough is over 800 or so as I thought excess breakthrough over enemy attack was useless, but more soft attack always helps destroy the enemy faster
I have recently had a Yugoslavia game where I made a 7-2 infantry division + light tank recon + light flame tanks + support artillery + support anti-air + logistics and it was honestly scary how good it held up against the AI. I could singlehandedly hold all fronts against the entirety of the axis (Historical: Romania, Hungary, Germany, Italy + Occupied greece), and I could push them easily. My light tanks were heavy on armor and breakthrough, which (thanks to 2 tank support companies) gave the division near +100% bonus to breakthrough as well as good soft attack bonus, and sometimes the AI *failed to pierce* my infantry divisions, which is insane. Add that to the fact that I could pierce every AI tank division(thanks to tank automatic cannon + support AA) and some decent AA tech, I steamrolled literally every hostile neighbor to me.
A lot of people seem to love Engineers and Signals, indiscriminate support artillery, and expensive tanks. Maybe Dave should make a video on why he disagrees with these being cost effective.
Oh Wait! there is the Support Company Tier List and Tank Design videos on this channel already.
Fort and amphibious attacks are both useful, I don't think engineer is a bad choice for attacking divisions. River lines are common places to get caught up too. With enough general farm + makeshift bridge + engineer you can cross smaller rivers favorably and at least not get as badly gouged on bigger ones.
I’d add light tank recon and flame to the motorised artillery
why you hating on engineers so much? complete worth it with tanks, since they give you attack bonuses to forts and rivers, very useful when breaking across something like the stalin line
Problem is its a complex answer to debunk it. 4x 200 day techs time consuming compared to other techs that give better bonus's. You don't get fort or river bonus's until 2 and 3. If the enemy has the same engineers there is no bonus. Players have a tendacy to fill out all the slots, not sure why OCD? Which results in higher production costs and lower org and org recovery.
If you want to role play the little dudes with a space and barbed wire? GO FOR IT! However min-maxing most tanks don't benifit much form them. Sorry bud
@@FeedbackIRL idk exactly what games your playing, but the hoi4 MP community usually does research before literally every division in a multiplayer game has them, you might be a genius and ahead of your time, but I feel like people would have stopped using them if they were as bad as you say
You lost me at 'hoi4 MP community.' I play single player bruv. You're lost
@@FeedbackIRL then you don’t understand my point, wether it’s multiplayer or single player I would trust the people that play “meta” more because they spend hrs just trying to figure out what gives the best bang for the buck. Also your point about them canceling each other goes both ways, if you don’t use them then your enemy just gets those bonuses for free
@@FeedbackIRL my point is that a tank divisions role is to push where infantry can't, so why not spend a relatively tiny ( a couple hundred per division ) on a division that will cost 20k ic to give you some quite significant bonuses across rivers and forts, and you mention the enemy having the same bonus, if your tank has 1k soft attack, the 10% is way more impactful than the 10% on the AI's relatively low defense. And as for tech, late game you usually have good research speed, and typically don't research much stuff ahead of time, so (nation depending) you usually are pretty freed up on tech. So imo they're completely worth it
(And also investing in engineering tech is great for flame tanks so I usually do it anyways)
It would be great if you could tell, what "Okay" production is for an infantry, armor, motoriced division was .. you say a division is expensive often .. would be great to know what production cost you would find okay, what would be cheap, and what would be "too much".
Engineers are not just for defense they also give buffs to movement speed and small amounts of soft and hard attack... they are useful when building a Blitzkrieg division which won't be slowed down by forts or rivers
Tank divs for breakthrough/encirclement which are followed by mot inf which are build defencive(to keep supplylines open behind tanks) and infantry def based also to keep lines. Then some attack inf/mot divs to support tank divs. Enables deep breakthroughs and huge encirclements.
Thanks for making this one Feedback! I wanted to get back into HOI4 after I stopped playing for a couple years. This helped a ton! Appreciate your videos and always enjoy the content
42 enginner tech gives you 10% attack and defense on rivers and its really good
And if the enemy has 42 engineer it gives nothing
@@FeedbackIRL never thought about that and now that i do it makes A LOT of sense
FYI its a % so it scales based on how much defence/attack they them. So bigger divisions get more bang for your buck
@@FeedbackIRL ok but if they have it and you don’t they get all the bonuses it goes both ways
I kinda like to put engineers on tank divisions late game because they provide a bonus to city combat where tanks are not that good.
Not really getting your consistent criticism of adding support artillery/rockets. You know that that "tiny bit of soft attack" scales directly with attack bonuses? And if you research artillery research, it can add pretty substantial bonuses to your soft attack when it all adds up. Compared to just getting like 3-4 extra org from not having it. It seems like a nobrainer to have on nearly every template.
The answer is overkill
@@FeedbackIRL In what way? Maybe on tanks and stuff but on infantry and motorized more soft attack means more org damage and less time spent fighting, as well as being able to prevent attacks better. I don't see the need for an artificial limit on any of that
Funny to see all those divisions with 9 infantry and 3 artillery brigades. I have been, out of curiosity, been watching the ai in hearts of iron 4 from spectator mode just to see what kind of divisions the AI create, trying to get some ideas for new division designs by starting with this, and the one division i see germany spamming out the most is 9-3's.
Engineers should be on every division. They provide too many free bonuses both attacking and defending to leave off especially considering most other support companies just stink
smoke and fire challenge. only flametanks with full smoke launchers.
No matter how good the division Template is they just get rekt by Cas and green air
9:00 says NOPE
@@FeedbackIRL you forgot one thing I got 10 widths
10w's aren't breaking that division
The rocket artillery template probably actually has 30-35 org if you go mobile warfare doctrine and get halfway down the tree or so. Also once you research all the rocket atlrtillery techs it prolly has 800+ soft attack cuz i know when i play soviets i use 24 width katyusha divisions with only 5 motorized rocket battalions and they have 440+ soft attack and the template you show here is twice that size
Me on the Navy and Airforce: We got to make these extremely cost effective so we can win the war quickly and ensure security on our supply lines, we have to make extreme sacrifices and ensure that we will always outnumber and outclass the enemy even if some safety measures is out of the window, it is better to have more decent planes and ships that can be easily produced to counter the enemy than to have one super plane and ship that if lost, will be the doom of our economic and national efforts!
Me on the Army and the tank development companies: *Wunderwaffe intensifies*
6/1 (infantry/artillery) for China early to mid-game has worked for me rather well against Japan
Thanks for the tips! Love this kind of video where your share and explain your vision
Id like to mention support companies will give extra organization for some doctrines, so it can be worth it to spend that extra support equipment on something easy like engineers.
About the engineer company, doesn’t every division need to be at the least usable for defense? You cant exactly pick and choose which divisions to defend with when on the back foot
Engineers with trucks helps movement in more than rivers right? Doesn't it help with attack in hills, mountains, etc and improve speed in marsh and others?
If maxed out it adds attack for urban, forts and rivers no other terrain types. No amphibious is not a terrain
*Feedback calls 24 IC/tank expensive* *flashes back to my 70 IC/tank superheavies that gave my infantry armor bonuses* I'll have to load up that game and post the template and tank design into the discord.
Here is a tip, not sure if it matters, but if you add a dozer blade onto your flame tanks you can get a +1 to your entrenchment. It doesn't add much to the cost.
3:00 the engineers add attack vs Forts, so probably a german bunker buster against france
The AA panzer is just to scare away all the enemy air, no need to fight air that ain't fighting :P,
Too spooky
Finally I need to figure out how to make better division templates
This is what I've been waiting for Dave the Wise
The AA one is interesting, could you theoretically reinforce it into a battle to shred enemy aircraft? idk, the stats arent atrocious which is surprising, cool meme template
Hypothetically if you made a two width AA and park it in the same state as a front line your state radar should allow them to detect air and help. I have not tested this as maybe only if it's in the fight with the front line does it contribute to the combat? Guess I should test it haha
Also 27 width in infantry is fine, 27 width tanks or offensive motorized are horrible.
I like to think that a 20 width infantry division with every kind of support mounted on a cheap light tank chassis (lt recon, lt flame thrower, lt AA, lt support artillery) is the best way to go through every b*tchy trench👌
I admit I still have to test it properly, however, it also seems clear to me that armored cars and other nice side research trees have lost appeal after the NSB launch.
I have never built an armoured car and vow never too, I want it to be cool, but why build AC's when I can build tanks?!
The Rocket Marine division is a MP necessity for Allies to breach fortress Europe if the Axis has their shit sorted out.
Actually you can over 100% reliability because the units reliability stat is determined by the average reliability of the whole unit and motorized/trucks have less than 100%
Dave, you need to tell everybody that signal.c works very well when you stock a ton of soft attack. With 40w offensive infantery or rocket motorized, it's a must have. When using tanks, breakthrough will do all the work bc units will break without even the need to "fight" them
DAVE!!! 6:31
YOU FORGOT ABOUT MAINTAINENCE COMPANIES RELIABILITY BONUS!!!
why not have some defense at tanks? in real MP, at one time the enemy WILL attack your tank with something (absolute primary target?), and having defense will greatly decrease your losses.
having defense in size of the hard attack aint bad.
so i prefer motorized recon (over armored) and pioneer (over signal, ..) at tank divisions which have lots of breakthrough anyway.
Hey Feedback. Will you do a video on Strategic Bombing? 4.2K hours in this game. The only thing I know is to just put a bunch of strat bombers in one place and hope it works. I would also love if you talked about V2 rockets. I forgot the name in-game. But the rockets that allow you to strat bomb. No one uses those. I think I heard someone say they're broken?
Tbh, they're useless. By the time you reach them, it's better to invest in bombers or even nukesg than using building slots for this
The good old "template-fairytales"
Every template works if you put enough CAS on it.
9:00 says NOPE
Honestly, for that entire AA tank division, it wouldn't be an awful division to have "one" of in order to send it as a volunteer, since you can't always send your whole airforce with volunteers, this would be a good way for your volunteer divisions to be able to combat enemy air without the support of an airforce since they also limit air volunteers
why tf he hates engineer so much? it is a must have on all my divs. if look to the bonus, it will help the debuff. eng. always is good,
Putting engineers on everything without question is a definition of insanity
Engineer company adds also extra attack on almost every terrain type, so wahtthe hell are you talking about?
Every type = acutally urban/forts/rivers and 1942 tech
step 1: 100 IC light tanks
step 2: 50 width cavalry
step 3: light tank recon company
step 4: cas
step 5: profit
I’ve had a lot of success with just 18 width infantry with support arty, aa, recon tanks, and flame tanks
8-10 inf, 2 arty, 1 AA, 1 AT so that you could easily switch templates to a 8 inf 4 arty/AA/AT depending on which way the war goes.
I call it the "I am shit at making a decision" template.
Cons are cost, multiple production chains and low-ish org.
Lack of specialization is not a con however but a pro as its purpose is to literally stop being itself as quickly as possible the moment it is clear what the enemy has emphasized on.
Though I have tested it mostly on pre-NoStepBack mods so don't know how it would fare in vanilla.
I can’t tell if feedback has been sleeping with one eye open or he has been punched in an alleyway behind a pub in Brixton at 3 am
with breakthrow/org/defense the law of diminishing returns is very common. while it is imposible for dmg. with dmg the more production go into it the more effective it wil work per 1 production point . altho negleting other stats lead to getting more enemy dmg - i still can see why some one will go very fast very anti infantry becouse it will fight in a raw maximum of 1-3 battles against soft infantry so the battle wont last long either.
when you are a noob,you look for the best division templates and change them mid world war and get f*cked up
8:10 I once had a Germany game that stalled in the Soviets, my airforce got shredded over the channel to get superiority, and Soviet CAS was killing me. So I made a 20 width that was purely AA. It had super low defensive stats and horrible org, so I could only use it for a week or two before having to pull it back behind the lines to resupply, but when I had 4/5 up, granted they had to be in battles, I would kill 300 Soviet planes a day. I didn't have the industry to reinvest back into enough planes, and it was easier to make a heavy production of AA. Im sure this template served a similar purpose, but was more defensive since the AA has some armor
Ayo Dave love your videos
Sick of you constantly dissing Engineers when they are the best support company ever.
ok so hear me out I've been roleplaying with Germany for ww1 and I've made a 30w inf division with 12 inf 1 h art and 1 art. support art company and logistical support company. for plains I typically slap 2-3 of these divisions on for that juicy 90w however! I'll also have 2-3 (usually equal) amount of 15w Brigades 6 inf 1 art and a support art company. I've found that when faced with different terrains like hills forests and whatnot tend to be no problem for me as the game figures out which divisions should sit out in reserve so the stacking penalty isnt so terrible albeit of course maybe the combat width is maybe a bit small in some cases but with the combo of the big thicc high org 30's and the diverse holding power of 15's and 10's this is what I find works best for me as I push against the Entente. If any would like to peer review this in vanilla or other mods for HoI4 leave a reply and let me know what you think 🙂
I liked this video, interesting to see your reasons to like or dislike a template. Do it more often!
a video actually coming soon on that, but for planes
Signal company is really good in late game when it hit more them 40%
Attempt 2 at asking Dave for a "hello"
Hello
I think the amphibious division would be great for invading Japan as Manchukuo or Thailand, Malaysia, and the Philippines as Indonesia.
if you look at the production cost of the tank and design it off of that you are doing it wrong man
Brothers never heard of overkill. F for the brother
Thats a meme video right? How can you say to get rid of Logistics, and Radios? Logis are a must in NSB specially for tanks, and Radios are essential to win combats, it increases the initiative which helps alot in the counter-attacking phases of combat.
Logistics and radios are a % increase. Oh you went role play mode
For the first one, logistics and engineers
In this patch... any infantry division is just busted, while any tank one is worthless
When no step back ruins heavy tanks and now everyone spams mediums...
I mean, to be fair, heavy tanks were kinda shit irl. They had uses of course, but were unreliable and few in number. Even the US, with all it's industry, made only a fraction of Pershing's compared to Shermans
@@edwardsantiago9109 no they weren’t 😂 every class of tank has good and shit designs. The new dlc ruined heavies and now people literally exclusively use mediums, whereas before, heavies were the best because they’re the biggest, but mediums and lights still had other uses, now heavy tanks are literally nerfed into oblivion
What did the engineers do to this guy that made him hate'em so badly
I'd make a 12w tank division,
3 tanks that prioritize breakthrough and balancing light and soft attack, so medium cannon.
It will be paired with mech, so it only need to have a speed of 9 km/h.
3 mech
Supports:
support arty
support rocket arty
Light Tank recon
(logistics, possibly)
(motorized recon instead if speed is needed)
Mobile warfare right right.
I know they are small, but they are rather cheap for what they do, which means you can have a lot of them, and you get to make use of how IC efficient support artillery is for soft attack. The recon and logistics are optional, depending on the broader situation, they can be overkill, or they can be crucial if supply is a problem.
I'm not using flame tanks because they are inefficient for such a small division. They don't additively increase your stats, like Light Tank Recon, they multiply them, and with such a small base to multiply, I'm pretty sure it isn't worth it.
Divisions become less cost effective when there small and have lots of support companies
@@FeedbackIRL Only really applies to supports other than arty and rocket arty, as these are most cost efficient as supports.
Even light tank recon is reasonably effective on small divisions. And remember, many small divisions have more org, and with the new targetting mechanics, small divisions aren't suicidal due to a lack of breakthrough anymore. It's about breakthrough per combat width.
I love you however I don't think you know what cost effective means
@@FeedbackIRL
Cost effective: Good bang for your buck.
"Bang" in this case being the ability to deorg enemy divisions, chiefly infantry, without deorging your own divs.
Bang is limited by 3 factors:
-Industry
-Combat width
-Supply
So it's about using as *little* *industry* as possible to create divisions that consume *the* *least* *supply* and deal the *most* damage possible, while occupying as little width as possible.
A support artillery company uses 1/3 as many guns as a line artillery battalion while getting more than half as much soft attack.
One third of the cost for more than half the value in terms of attack.
Furthermore, a support artillery company has no width, while a line battalion does consume width, meaning fewer divisions get to fight and deal damage to the enemy.
So producing 36 artillery pieces costs the same amount of production regardless of whether you produce 1 battalion of line infantry or 3 companies of support artillery, but the latter will together produce more soft attack without having width, while the former will produce less soft attack while consuming width.
ok one part i dont understand is how do the individual tank stats interact with the division stats? if you design a tank with no breakthrough and then put together a division thats based entirely on breakthrough for example, what happens? so many fucking layers to this game
I disagree with you opinion on engineers. They are very useful when you consider that they give attack bonuses in amphibious attacks, as well as over rivers, forts and urban. if one is min maxing for damage in these places it would be a good idea to add regualr enginners along with flame tanks to give large bonuses over rivers and urban areas especially.
For amphibious attacks I agree. However thats a niche role
That's my AATank diversion hehe I first made it for a laugh but then it changed my mind once I started using it
For God's sake, don't put engineers in attack divisions. Expensive
I already knew that my template won’t be in this video bc I use a mod we’re i can use 12 Support companies
Bruh, support flamers + sappers are for stacking entrenchment
Thank you feedback!
are you suggesting we only add on logistics for support companies or what
God bless Dave the Wise
Wide Putin should have taken his own advice.
I dunno I had some limited success with 2/7 Mountaineers and arty as Bhutan. Just deletes Tibetan divisions and can be backed up by 2-3 10w's. Haven't played for a long, long time though so having the manpower left to Garrison is really annoying.
2 mountaineers and 7 arty?
@@rizkiramadhan9266 Yeah. Just a single division of that causes overwhelming damage enough to push out and crush Tibet but it's a bit slow like.
oh and I use x4 mountaineers/1xinfantry/1xline arty+support arty for the other divisions. because of the 1 Tungsten you can produce more than enough arty if you start early enough.
Thank you for rating my division templates without bias since you probably recorded this after you banned me from the discord. Your knowledge and analysis of Hoi4 is unparalleled.
Cope
This is why this guy gets his ass kicked in multiplayer games each time when someone who knows how the game works shows up.
Saying engineer is bad is just major sus moment.
You stack attack and defense bonuses, you can get up to 200% bonus attack if you know what you are doing but this is super micro intensive to do, you can make 20 width 7/2, and stack bonuses even as a minor, you get huge bonuses with battle planning in no step back.
Division templates did not change much, grinding good generals did however, its more important having good generals then ever before, also, having any air force is essential + spam a bunch of railguns for extra bombardment support.
You can easily just make pure infantry divisions, spam bunch of cheap tanks, focus on air and get railgun, grind your generals in Spain or something.
The least effective thing in the game now is mixing, you are better off with specialised divisions then trying to make a do it all one.
Never put tanks with infantry because expensive and they do not get enough armour ratio to work properly. Artillery is also major downgrade, takes up as much supply as tanks, just as expensive to make as light tanks except no armour.
You need maintenance company with artillery now which makes it even more expensive.
Again, specialised infantry with artillery is better.
Oh and always put logistics company if you can, -40% supply use, you can make 40 width that consume supply of a 10 width of you stack bonuses including Marshall bonus give -15% supply use, Deep battleplan gives another -20%
You do the math.
I thought signal, which equals initiative, was important?
From testing it doesn't perform very well
Is 21 width mechanized good? 6 regular mechanized, 3 mechanized artillery + various support companies
Surprised i didn’t see any 9/1 or 9/0
I like your style
Ty
my division 6 motorized inf and 3 motorized artillery. no support companies 😄😄
10/2 also nice