I had like 40 default templates in my South Korea playthrough so I looked at your templates and streamlined my templates into IFV and Armors. I disbanded half my armies thinking this won't be cheap. Then I converted all my existing templates into two and boom! My factories are estimating 287 years until the requirements are met.
great video i just want to know is there going to be separate MLRS and SPA battalions and will there be a at least new 3d models for them im sorry to ask for something like that i just want to know🤔
Cool.Can I use like Combined templates? Tank: 10-Tank Batallions 5-IFV 5-Mechanised 3-Combined Arty 2-Engineer Is it good? Maybe is not a cheap template,but for Russia or USA it will be ok?
Hi love the video, just wanted to say that there is a submod for md that adds more ground units for divisions. Would be really cool if u made some using that mod
Hey so I have been using these templates in my own game but how should these divisions be organized into armies? Is there a meta for that? Is it really depend on the geography I find myself fighting in? Or is it just a full army of infantry, then another of heavy, another of armor, ect with smaller special forces units to deploy on an as need basis like whats the larger structure of that look like.? Is there an ideal mix?
I have a video on land templates scheduled for a few weeks. Generally though divisions are toolks, you need a swiss army knife to be able to use the tool or the task youre with. Mountaineers are amazing in mountains and hills but are not put to good use in plains. Tanks demolish the enemy in urban cities but get bogged down in marshes. Terrain is king when choosing how to use them. YOu should have focused divisions basic infantry, mountainners, tanks, motorized, etc. Then use basic infantry to hold your lines and use select better units to push manually where you need to, or hold
@@Hammurabae So for army organization would that be using army groups of infantry to hold a line and then have armies more specialized that can be deployed in spots along said line for advantage? If you have a spot in the line that is plains you deploy your tank army there and have them push until plains turn to mountains where you have mountain units ect.
Me as nationalistic Belarus which will have about 7 mils by 2010: how tf am I supposed to produce all the equipment for even one small tank division and like 5 mot. infantry
The reality of the game is such that even a heavily fortified SF infantry, even on a best terrain (say, a city or mountains) could simply not compete with tanks supported by air, and especially if additional missile support is available. The real argument for heavy armor is not merely a breakthrough, but the minimization of losses through the utilization of armor bonus.
You don't care about manpower if you have a lot of them, of course they will lose again tanks division with CAS there is like in vanila hoi, you can mix this division with tanks in defence and it would be better than just infantry and cheaper than just tanks with the same options
Militias are busted as hell right now, in the older updates they used to fall like leaves under constant attacks since their max organisation and reinforce rate was much worse than regular infantry. They were cheap cannon fodder and it made sense. Militias in their essence are ill-trained/untrained civillians with near to no equipment. Nowadays they are the backbone of any army in this mod, its insane. I know they wanted to make them somewhat viable, but they should not be. They should be a last resort or a starter unit. AI loves to spam them and if you refuse to do the same, its your loss. Have fun fighting against the equilevent of the soviet red army on crack and meth. Your troops are going to lose their planning bonus before they can break the first line of defence. I don't know what they were thinking buffing the militias to stratosphere and back, but I hope they take this change back. I am tired of fighting against unending hordes of militias wherever I go. From Europe to Africa and South America to Asia... I am tired man.
(4:47) This is a horrible design IMHO. It's more like attempting to mimmick an IFV with a tank. In case of tank, it really makes sense to absolutely maximize the armor, and to use heavy cannon. The AA is more of a misnomer in this case, and increase in AA is better gained through the SPAA, especially since they won't reduce too much a high armor bonus. A good tank should have at least 100 armor. Ideally, it should have at least 200 armor. By 2020, with some ahead-of-time, the designs with 230-240 armor and super-heavy cannons are attainable.
In a sense, there are only two types of divisions that make sense: armor and heavy armor. Everything else essentially guarantees loss. Why? The aviation and rockets (even the basic cruise missiles with EMPs) along with air superiority and even basic CAS would ensure a total enemy decimation. There is an argument between armor and heavy armor. I would favor the heavy armor for the ability to take advantage of the armor bonus consistently. The armored divisions minimize losses, both on attack and defense. If an enemy is exceptionally strong, then either a conventional missile barrage or a nuclear strike solves any ground combat challenges whatsoever. The IRBMs and SLBMs do miracles here for a reasonable cost, though in case of e.g. USA or Russia, using full-blown ICBMs is just as plausible, especially the ones from the 60s and 80s.
The IFVs seem powerful but rather expensive even for a wealthy country like germany. Defensively speaking the ordinary infantry seem to be decent enough, although they wont be pushing with those attack values. In vanilla I tend to fill my lines with cheap 10w infantry with support artillery and use a small number of 14/4s or tanks for pushing. Would it be a good idea to use the ordinary infantry shown at 3:00 for holding the line and use a small number of 3-4 IFV 5:30 or Sky Cavalry 6:40 for pushing?
hi, i love your templates, but I cant tell which module is which on tank designs, because you show only pictures, but different countries have different pictures for guns, could you please list the names of modules?
Yes its incredibly important as CAS and air in MD is even stronger. A support divisions for most units and 1-2 batallions for tank divs or IFV's I would advise
Thanks for your guide! I especially loved the spec ops template and armor template in my Ukraine playthrough. I had very few divisions but they cut through russians like butter.
it depends on the tech level of the equipment you researched. try designing militia template as a high tech nation, and you will get different stats (you can check changes to tech, by forbidding specific tech level equipment in the designer, and it will calculate the stats with lower tech equipment)
I usually do something around 38 - 43 width brigades. For example a maneuver brigade is 3 APC and 3 IFV and 2 SPG with support Heavy Engineers, SPG, Combat Support, AA, Tank Company and Mechanized Recce. Normal inf division is 9 Light Infantry, 3 normal Arty with Engineers, Arty, Light Recce, Combat Support and AA. These divisions seemed to work very well and break almost anything, even with contested air.
are the templetes of your previous video still useable? it's seems MD 1.7 didn't change the combat width so I am still using them. here is examples: Infantry Brigades: 42 width Tank Brigades: 45 width SF Brigades: 28 width but I want to make some bigger divisons :V
Depends what you want. If you plan on local conquest Militia for cheapness, an IFV division or two to micro yourself, and some art infantry to hold important chokepoints
Full MD Tutorial Series: ua-cam.com/play/PL36TqZI0G592x3sYphwPHuMvobA6si543.html
I had like 40 default templates in my South Korea playthrough so I looked at your templates and streamlined my templates into IFV and Armors. I disbanded half my armies thinking this won't be cheap. Then I converted all my existing templates into two and boom! My factories are estimating 287 years until the requirements are met.
LOL better find the US to gurantee your independence asap
Loved using your old templates from your previous video. Can’t wait to use these!
I focused my tanks on hard attack and armor by simply give up air attack and soft attack as it can be top up by SPAA and Armored Infantry groups.
This video is great and informative. Thanks! Though it seems alot of the modifiers are outdated
New template video in works
@@Hammurabae Nice! looking forward to it!
Very cool. Hope to put this in good use.
great video i just want to know is there going to be separate MLRS and SPA battalions and will there be a at least new 3d models for them im sorry to ask for something like that i just want to know🤔
Cool.Can I use like Combined templates?
Tank:
10-Tank Batallions
5-IFV
5-Mechanised
3-Combined Arty
2-Engineer
Is it good?
Maybe is not a cheap template,but for Russia or USA it will be ok?
Absolutely! You definitely want a mixture of battalion types
@@Hammurabae Thanks, just opened game and noticed they changed from 5 to 4 rows of units
I cant believe I got the spec forces VERY close to optimized template
Hi love the video, just wanted to say that there is a submod for md that adds more ground units for divisions. Would be really cool if u made some using that mod
Saw a few of them! Definitely cool
Name submod?
What mod
Hey so I have been using these templates in my own game but how should these divisions be organized into armies? Is there a meta for that? Is it really depend on the geography I find myself fighting in? Or is it just a full army of infantry, then another of heavy, another of armor, ect with smaller special forces units to deploy on an as need basis like whats the larger structure of that look like.? Is there an ideal mix?
I have a video on land templates scheduled for a few weeks. Generally though divisions are toolks, you need a swiss army knife to be able to use the tool or the task youre with. Mountaineers are amazing in mountains and hills but are not put to good use in plains. Tanks demolish the enemy in urban cities but get bogged down in marshes. Terrain is king when choosing how to use them. YOu should have focused divisions basic infantry, mountainners, tanks, motorized, etc. Then use basic infantry to hold your lines and use select better units to push manually where you need to, or hold
@@Hammurabae So for army organization would that be using army groups of infantry to hold a line and then have armies more specialized that can be deployed in spots along said line for advantage? If you have a spot in the line that is plains you deploy your tank army there and have them push until plains turn to mountains where you have mountain units ect.
So Light infantry is just kind of out the door then? Given we jump from Militia straight to motorised infantry.
Pretty much. Its viable if you want something to hold but just really underperforms in the mod.
Nice video 👍
Airborne are not overpowered.
They have the same stats as other divisions, while costing an absurd amount of production points.
How can i download new update?
It updates tomorrow on steam
Me as nationalistic Belarus which will have about 7 mils by 2010: how tf am I supposed to produce all the equipment for even one small tank division and like 5 mot. infantry
Anyone else cant use the tank designer? I reinstalled the mod but no change.
Do you have nsb?
The reality of the game is such that even a heavily fortified SF infantry, even on a best terrain (say, a city or mountains) could simply not compete with tanks supported by air, and especially if additional missile support is available. The real argument for heavy armor is not merely a breakthrough, but the minimization of losses through the utilization of armor bonus.
You don't care about manpower if you have a lot of them, of course they will lose again tanks division with CAS there is like in vanila hoi, you can mix this division with tanks in defence and it would be better than just infantry and cheaper than just tanks with the same options
@@stalin_2283 I think, the APC + Tanks combination would be stronger than SF + Tanks.
Militias are busted as hell right now, in the older updates they used to fall like leaves under constant attacks since their max organisation and reinforce rate was much worse than regular infantry. They were cheap cannon fodder and it made sense. Militias in their essence are ill-trained/untrained civillians with near to no equipment.
Nowadays they are the backbone of any army in this mod, its insane. I know they wanted to make them somewhat viable, but they should not be. They should be a last resort or a starter unit. AI loves to spam them and if you refuse to do the same, its your loss. Have fun fighting against the equilevent of the soviet red army on crack and meth. Your troops are going to lose their planning bonus before they can break the first line of defence.
I don't know what they were thinking buffing the militias to stratosphere and back, but I hope they take this change back. I am tired of fighting against unending hordes of militias wherever I go. From Europe to Africa and South America to Asia... I am tired man.
so what your saying is i need militia units
(4:47) This is a horrible design IMHO. It's more like attempting to mimmick an IFV with a tank. In case of tank, it really makes sense to absolutely maximize the armor, and to use heavy cannon. The AA is more of a misnomer in this case, and increase in AA is better gained through the SPAA, especially since they won't reduce too much a high armor bonus. A good tank should have at least 100 armor. Ideally, it should have at least 200 armor. By 2020, with some ahead-of-time, the designs with 230-240 armor and super-heavy cannons are attainable.
In a sense, there are only two types of divisions that make sense: armor and heavy armor. Everything else essentially guarantees loss. Why? The aviation and rockets (even the basic cruise missiles with EMPs) along with air superiority and even basic CAS would ensure a total enemy decimation. There is an argument between armor and heavy armor. I would favor the heavy armor for the ability to take advantage of the armor bonus consistently. The armored divisions minimize losses, both on attack and defense. If an enemy is exceptionally strong, then either a conventional missile barrage or a nuclear strike solves any ground combat challenges whatsoever. The IRBMs and SLBMs do miracles here for a reasonable cost, though in case of e.g. USA or Russia, using full-blown ICBMs is just as plausible, especially the ones from the 60s and 80s.
The IFVs seem powerful but rather expensive even for a wealthy country like germany. Defensively speaking the ordinary infantry seem to be decent enough, although they wont be pushing with those attack values. In vanilla I tend to fill my lines with cheap 10w infantry with support artillery and use a small number of 14/4s or tanks for pushing. Would it be a good idea to use the ordinary infantry shown at 3:00 for holding the line and use a small number of 3-4 IFV 5:30 or Sky Cavalry 6:40 for pushing?
Yes ,it would be good, attack divisions must have some tanks
Author, thanks for these templates , I really love them, but don’t you think it’s time for new templates?
Updated video will be out soon!
@@Hammurabae Thanks 🙏
@@Hammurabaeis it out yet?
Putin take notes
170K Russians fighting 700K Ukrainians (according to Zelenskiy) i say Russia is doing better than US in Vietnam ;)
@@CA-jz9bm i think its 2 mil ukrainians since eu said 100k ukrainian military officers have been killed so far 1 officer per 20 soldiers
@@germanmarchingmusic128 I highly doubt that
@@CA-jz9bm i can show you if you wanted me
@@germanmarchingmusic128 i bet 1 ukraine soldier can kill 1 bilion russians....
Im new to all of this so thank you alot.
hi, i love your templates, but I cant tell which module is which on tank designs, because you show only pictures, but different countries have different pictures for guns, could you please list the names of modules?
Yep! I am making an updated template video soon and will be more detailed for them.
Anyone know a template for mountaineers with high hard attack
Meanwhile me as Latvia having to relly on arms imports...
2 questions. Is AA in divisions really good as in the vanilla for enemy CAS? And if it is how much should I put in my divisions?
Yes its incredibly important as CAS and air in MD is even stronger. A support divisions for most units and 1-2 batallions for tank divs or IFV's I would advise
Do you have a template recommendation for a naval invasion division, or would one of these divisions work fine as one?
Marine IFV’s 60w
can't wait for the new update
Thanks for your guide! I especially loved the spec ops template and armor template in my Ukraine playthrough. I had very few divisions but they cut through russians like butter.
I do 30 and 60w
just need to make this mod work without it crashing at the loading screen now
Up to date hoi and updated graphics drivers?
Did they reduce the defense of militias? Mine have much lower defense compared to yours.
No, they increased the terrain bonuses actually I think
it depends on the tech level of the equipment you researched. try designing militia template as a high tech nation, and you will get different stats (you can check changes to tech, by forbidding specific tech level equipment in the designer, and it will calculate the stats with lower tech equipment)
as usual, a cool video you best bloger
is there a list of changes for 1.7? or not yet?
It will be released with the update Saturday
No Marine Division?
Not very viable anymore
I usually do something around 38 - 43 width brigades.
For example a maneuver brigade is 3 APC and 3 IFV and 2 SPG with support Heavy Engineers, SPG, Combat Support, AA, Tank Company and Mechanized Recce.
Normal inf division is 9 Light Infantry, 3 normal Arty with Engineers, Arty, Light Recce, Combat Support and AA.
These divisions seemed to work very well and break almost anything, even with contested air.
Will have to give it a try in my next game!
@@Hammurabaecome back to the game this Saturday :)
are the templetes of your previous video still useable? it's seems MD 1.7 didn't change the combat width so I am still using them.
here is examples:
Infantry Brigades: 42 width
Tank Brigades: 45 width
SF Brigades: 28 width
but I want to make some bigger divisons :V
There have been some combat width changes. The old ones technically work but arnt very viable
Whats good at the start of playing Ni*geria?
Depends what you want. If you plan on local conquest Militia for cheapness, an IFV division or two to micro yourself, and some art infantry to hold important chokepoints
How do I update millennium dawn to 1.7
It will automatically update on steam this Saturday
Wow
Thank you @hammurabae
@@Hammurabae updates on saturday and then the entire mod will then become incompatible for months on tuesday 😭
Correct 😂
What templates can u recommend for cold war mod? pls help.
I have not played that since MP stopped working. Can't help you there sadly
@@Hammurabae ☹
maybe templates from Millennium Dawn will work or from vanilla?