Designing Tanks and Tank Divisions from scratch (With Time Stamps!) | Hoi4 info Dump

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  • Опубликовано: 29 окт 2024

Комментарии • 20

  • @Sigma-xb6kn
    @Sigma-xb6kn 9 месяцев назад +3

    I either use a lot of Medium Tank Divisions or some Heavy Tank Divisions with a lot of Motorized Divisions. The first approach is good for small but countinouus encirclements whereas the second is if I need to encircle a lot of units in a small amount of time, it's the risky option but necessary if I fight against stronger opponents as I can't let the war (and therefore equipment attrition) go on for long.

  • @floridaman4073
    @floridaman4073 9 месяцев назад +3

    Fighting deep into Russia? Throw on fuel drums. You can throw them on your mbt but generally throwing multiple on your AA and AT armor works. It’s been tested very thoroughly and your armor stays in the fight longer and goes further.

  • @SiameseTankist
    @SiameseTankist 9 месяцев назад +7

    I usually design tanks with medium reliability and make up for it with a Maintenance company (Max is +20%) and MIO’s

    • @MundaneThingsBackwards
      @MundaneThingsBackwards 3 месяца назад

      MIO reliability are a good idea. Not havIng very high base reliability from your hull and modules (unless you’re perfectly micromanaging your supply and terrain when it comes to your tank divisions...) is a BAD idea. The maintenence company doesn't work additively but multiplicatively. That means it makes already reliable tanks even more reliable but barely helps unreliable tanks.

    • @SiameseTankist
      @SiameseTankist 3 месяца назад

      huh I didn’t know it was multiplicatively. I guess it’s not really worth it in vanilla unless you’re planning to steal enemy equipment but I would still be using it cuz I like playing with mods.

    • @MundaneThingsBackwards
      @MundaneThingsBackwards 3 месяца назад

      ​@@SiameseTankist Well it stIll saves you IC in the long run and as you said mods make it almost necessary. I like a particular one that makes terrain penalties harsher so more attrition on marshes, desert, jungle and mountains as well as increasing attack penalties. Another good one slows supply and manpower reinforcement speed depending on terrain so you can't click a button and mindlessly attack infinitely just because you have green air, CAS and superior numbers.

  • @swagysnoop5248
    @swagysnoop5248 8 месяцев назад +1

    one thing ive noticed is reliability really doesnt matter that much. anything above 30 is fine in my experience

    • @MundaneThingsBackwards
      @MundaneThingsBackwards 3 месяца назад +1

      Only if you’re micromanaging the supply, terrain and weather your tanj divisions fight in. Most players don't do that. At all. lol

  • @grandengineernathan
    @grandengineernathan 9 месяцев назад

    Very nice tutorial, I had no idea the save as new button existed.
    For a very good and versatile tank, I'd recommend a medium self propelled antitank. Combining the medium fixed structure allows for the heavy cannon. Add some more turrets, heavy mgs and defense mgs depending on how expensive or cheap you want to be and the reliability available. Same for speed and armor. This should cost between 10-16 production depending on the add-ons and goes well everywhere. It has the firepower of a heavy tank but the downside is it has very low breakthrough, so for offensive divisions add a few medium tanks with a three man turret and a smaller gun instead. Against full infantry (like when playing as japan), using the close support gun and a light structure will make it even cheaper.

    • @fischnoices130
      @fischnoices130  9 месяцев назад +1

      Yeah that sounds like a good tank for space marines

    • @grandengineernathan
      @grandengineernathan 9 месяцев назад

      @@fischnoices130 not just for space Marines (never understand their purpose honestly) but for full tank divisions. It is relatively cheap and the lack of breakthrough is compensated by a high attack, both hard and soft

  • @nyzagg1796
    @nyzagg1796 9 месяцев назад +1

    Amazing bro

  • @Kalbot84
    @Kalbot84 9 месяцев назад +1

    Cool video thanks. IDK if it makes a difference to you but I used to always try to maintain 100% reliability, however I've heard (through the grapevine) that anything above 80% if pretty much the same as 100%, I haven't seen the actual numbers but I've been letting my tanks go down to ~90% reliability and haven't seen any noticeable difference in equipment losses

    • @fischnoices130
      @fischnoices130  9 месяцев назад +2

      Yeah I’m sure someone out in the internet went and crunched the numbers. If you got oodles of industry idk how important reliability is. You can always just make more tanks lol.

    • @deathstalker549
      @deathstalker549 9 месяцев назад +3

      there also the fact maitenance support companies increase reliability so max maitence tech on an 80 percent tank will have 100

  • @joachimbinjoseph
    @joachimbinjoseph 9 месяцев назад +1

    I am planning to go Turkey and only build light tank divs for tanks. Is this applicable? how many divisions of them do i need?

    • @fischnoices130
      @fischnoices130  9 месяцев назад +5

      Well with tanks in single player, I typically go for qualifying over quantity. Realistically how many tanks you should have should depend on how many you can handle micro managing. I typically never make more than 12 tank divisions in my single player games. For turkey, I guess shoot for 3-6, and just be cautious of supply. Light tanks are probably a good choice since they’re the cheapest and turkey doesn’t have the greatest of industries to start with.

    • @joachimbinjoseph
      @joachimbinjoseph 9 месяцев назад

      @@fischnoices130 thanks!

  • @warmox1215
    @warmox1215 9 месяцев назад

    Thanks!