![]() ![]() Could talk about designs but that goes outside the scope of what I'm writing to you about. A good tank div has support flame tanks, engineers, logistics, AA, and a recon unit with a movement bonus you like (I go for motorized usually). If you're not worried about attrition, then reliability is less important. Tank designs in bad supply regions or for bad tiles, such as swamp or mountains, should prioritize having a reliability above 90. No researching Fighter III before X date, because fighter IIIs are too powerful. No using Submarine III or Submarine IV because, reportedly, they are too powerful and cannot be countered. They work similar to naval invasions, just their range is limited, you need air superiority to execute them, they are much faster and instead of convoys, you need enough transport planes in the local air base to bring all your paratroopers to the target location. If you want TDs or SPGs, you can switch out tanks for them, or even mot or mech if you wanted to, though that makes the division a lot squishier. No combining armor with infantry, because, reportedly, the resulting 'space marines' are overpowered. Transport Planes are used to stage paradrops with Paratrooper divisions. Tanks are best for offense, with the template being 42 width, as this has the best width for forests, plains are usually free tiles for tanks anyways. However, I just never get around to making marines in my games. I know marines are useful for naval invading, and I have a little experience so I realize their strength. This is really because I never used them. It also needs to be microed, and has a high supply weight. Even though I have a ton of time spent on this game, I have very little idea of how marine templates should look. ![]() 9/4 is generally favored for an attacking infantry division, but if it gets attacked, it will suffer bad IC losses opposed to what it inflicts, making it bad for defense. That makes 'super marines', thus the name 'space marines' from warhammer 40k. So someone came up with the idea to combine a divisions full of marines with 1 tank batallion. In the early terms of HOI4 marines weren't limited and they have better stats than normal infantry. Then you use the artilleries to shoot the marines into space > voila: Space-Marines. ![]() So if you have 5 marines you need 5 artilleries. Originally posted by Hightower: You need to put exactly one artilery under every marine. On attack, 9/1 is IC efficient, but is also slow. Quickly: What does the term 'space marines' mean. Try for about 800 soft attack, 50 organization, and 25 hardness. Engineers is also good if you can spare the support equipment, but it is expensive. No more than a 9/1 would be needed, with support AA and support arty. Hazel Sky, Hearts of Iron IV, Heaven Dust, Heaven Dust 2, Heavenworld. Defending divs don't really need arty in them, but in SP, it can be pretty nice for inflicting losses on the AI. Dead Rising 4, Dead Space, Dead Space (2023), Dead Space 2, Dead Space 3. Generally, larger amounts of arty in a division lead to greater losses. 9/3 and 27 width divisions in general are undesirable because of overwidth penalties. ![]()
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