@@emreerdem2772 Fascist Czechoslovakia can actually make artillery only that doesn't die immediately. They have a national spirit that gives a flat +10 org to divisions so the arty wont have 0 org lol
It is pretty sad that as the game is so abstracted, the reason why several things were done historically are lost. Like SPGs and SPAA being made to allow faster maneuvers for tank units (motorized artillery still needed a lot more time to set up and such)
@@clamum9648 Divisions are very large, so each individual brigade just add "stats" to the division as a whole, but if HOI simulates combat at a brigade level it would be more realistic cause it could simulate things like tactical mobility and would combined arms units make more sense. Now it's just a big pile of stats, but at a brigade level each individual brigade gets to play his song which could give the division designer much more depth then just get the best stats.
I would argue it's a little expensive for what it is. Now that Armored Recon has been nerfed, I think you're better off with not putting armor on it. You can easily make a tank like that for Armored Recon under 5 production cost if you just don't bother with armor.
I am going to have to disagree with your opinion on breakthrough versus soft attack. Once you have more breakthrough than the enemy has attack value, excess breakthrough is wasted, and the only stat that causes damage to defenders is attack. A tank division with 200 soft attack will break the enemy division twice as quickly as a tank division with 100 soft attack, more than twice as quickly if the modified attack value actually manages to exceed their defense value because it is twice as high. So when fighting 5 infantry divisions with 80 soft attack each, a tank division with 200 attack and 360 breakthrough will win twice as quickly while taking the same amount of losses as a tank division with 100 attack and 500 breakthrough. TLDR Attack value is never wasted and will always speed up your offensive battles and do more equipment damage to enemies while breakthrough is capped in utility to the attack value of the defender.
One issue I have with this is that breakthrough is much more expensive per IC than soft attack, thus harder to increase. Furthermore most debuffs like shore bombardment, CAS, railway guns, low supply, low fuel, etc. affect mainly breakthrough and defense, and does not affect soft attack very much. It's very rare to have too much breakthrough against another player, but against AI it does not really matter. Because how new players (and experienced alike) might sometimes forget to build supply depots, importing fuel or forget to build CAS, having extra breakthrough is always better than soft attack when you get debuffs.
@@timra9309 I cannot tell if you are a multiplayer elitist, or just like to rain on other people's parades. I will answer this, some people enjoy gaining a deeper understanding of the mechanics of the game and then applying that to find more optimal ways to accomplish their desires in game. To put it simply, the reason they do what you are attempting to derisively shame them for is because they find it fun, which is the same reason they are playing HoI4 instead of watching 'cat sleeps on lamp' videos on the internet.
For that last one, the heavy SPGs were also slowing the whole division down. At 4.3 km/h you shouldn't bother with motorized at that point, just use regular infantry and artillery. EDIT: apparently trucks give a small amount of hardness and breakthrough? Though, if I was using trucks I'd also want decently fast tanks to make encirclements.
Yeah this was my thought too. Tanks (should) come in three speeds - Infantry (4.0 KM/H), Cavalry (6.4 KM/H) and Motorized (12.0 KM/H). But for motorized you'll never really get that level of speed, at least from my experience. Too much shit happens ahaha
I found this kind of lifehack when you build a whole lot of mediums with howitzers early game and then you unlock a better hull or weapons, you build another tank with all of those and then you switch the old tank into SPG and retain production efficiency. I guess it's not really as good as just making better tanks but you can build a lot of SPGs that give similar things.
I wonder how many different templates you could want or would be reasonable to have in a game? Like an Entrench Division, Tank Division, MP Division, Garrison Division, Marine Division, Paratroop Division, Mountaineer Division and possibly even more? Or would trying to do that just be too expensive?
I usually go with 2 inf (15s and 30s), 2 tanks (cheap light 1s and 2s, and my "built" meds/heavies) and 2 SFs (40w Marines or 25W mountaineers). Plus your Garrison division but that doesn't count.
@@BrokenOlive Gigachad : make no templates, the enemy will be too unsettled by your lack of division thinking something fishy is up and they won't fight you, just like that time a Chinese general had to defend a city against a huge army with just a couple of guys and simply opened the gate and played the flute on top of it making the enemy general think it's a trap and back out
Japan could justify having cavalry, regular infantry templates, a large island/port garrison, bicycle infantry, marines for island invasions and mountaineers for the big mountain regions near India. A small amount of paratroops wouldn't be out of place for any major, and then you can make a small amount of tank units.
As Germany, I'd say 4 divisions is sufficient. 1. Holding the line 2. Tanks/strong infantry for attacks 3. Garrison template 4. Something to hold ports. It doesn't need to be as strong as the line holding divisions, because of the penalties when naval invading.
4:43 I wonder if whoever posted that template intended for it to be used with mass mob. with mass mob it'll actually be like 41 or 42 combat width. With mass mob you can you fit more artillery in the division since the infantry takes up less space and have a truly beefy division. the fact that they also used signal company also makes it seem more like it's supposed to be used with mass mob because why else would you use signal company unless you're planning to stack as much reinforce rate as possible.
Something interesting to note about the "too many support battalions" example. In the most recent patch they made it so that the stats given (including armor) from recon tanks depends on the size of the division. So while that division with 5 inf battalions is not so great, the same division with para actually has some teeth now when you drop them. Though for that example specifically I would trade out that anti tank support for a heavy flame tank.
So I've been playing since around waking the tiger came out (over 1000+ hours in total) and only found your channel a few days ago but since watching I feel as though I finally understand how many of the mechanics work. Nice one!
I really like these kinds of videos. I'm new to the NOSB dlc and I don't know what the good tank numbers are, and the combat width thing continues to throw me. Plus, if I'm playing a nation that Germany attacks, I get rolled all the time
I have more than 5,000 hours in this game and the best template for Germany, in its panzer units, is the following. 3 medium tank battalions. 1 light tank battalion. 2 mechanized infantry battalions. 4 motorized infantry battalions. 1 armored reconnaissance car battalion. And the artillery to choose, always being two standard artillery pieces, one medium and one against the car. Whether motorized or armored. Do not forget some AA unit, if it is better mechanized.
5:40 wrong! Спам дорогими дивизиями 10ой ширины (при условии , что вы контролирует воздух) , это лучший способ пробить любую оборону. 20/30/40 ширина фрона находясь в укрплениях 10ого уровня , не смогут остановить 9 дивизий с шириной по 10 . Механика нанесения урона (точечный урон и рассеяный) на стороне дивизий с малым размером. Да огромные потери , да это дорого, да сложно управлять , но только штурмовики могут помочь удержать такую атаку. Ну и конечно в обороне они не очень хороши, но какая оборона у нас же no step back, только вперед )
Could you/Have you made a video explaining the practical differences between stuff like hard attack, soft attack, piercing and breakthrough? (also hi, from the discord)
@@FeedbackIRL Yeah, I agree. To my knowledge if a tank has a lot of breakthrough it still needs plenty of soft attack to defeat enemy infantry in a timely manner. Otherwise instead of needing 2-3 days to defeat 4 infantry divisions the tank divisions can take triple the amount of time if they don't have much soft attack. But I could be wrong though.
i used to when i still played to build only 2 divisions most of the times, one for garrisons and one simple for front line, before with update i always built 40w after i tried 21w with 2 artys and anti air (+ both in support) and it worked in my games
Same. I would play as the Soviets in the highest difficulty and I'd make three templates. My line holding infantry (which would usually be 20W INF recon, engineer, arty, aa, logistics). My medium tanks (26W mediums + motor, recon, arty, AA, logistics, maintenance). My MP garrison cavalry (maximum cav + mp). All my XP would go into building tank variants. I would use defensive generals for the infantry to hold the line while building forts where I could) and then build all my tanks for extreme speed and I would eventually become fast enough that I would annihilator enemy infantry units by overruns. Germany I would use a few more templates like some marines and some inf+eng garrisons, but still build the tanks for speed.
It seems like your understanding of what breakthrough vs attacks give you on attacking divisions isn't quite right. Any amount of breakthrough > combined attacks on that division is wasted in that fight, period. You want enough breakthrough to handle penalties or unexpected targets, but there comes a point where adding more breakthrough does literally nothing, a wasted stat every bit as much as 120% reliability. More soft attacks vs soft or hard attacks vs high hardness are never wasted. More damage is consistently useful. On the 10w division, stacking SF + support on 10w is one of the ways you can get a lot of attacks without much industry or research, so it's good for minors in SP. Large divisions do not cost more to man a line, not in production and not in supply. They cost less in most cases. If your org holds, they're fine. Big if, though.
Good someone bothered to point it out. Breakthrough is just defence when attacking. For the same reason there is no point having very beefy infantry divisions with 1000 defence there is no point having tank divisions with 1000 breakthrough since most of it will be wasted. Damage is always valuable since it will cause more equipment damage to the enemy and break their organization faster.
Agreed on attack there. He's advocating for going minimal attack power on his tanks, but also says not to use SPGs? How are his armor breaking through and getting encirclements if every battle takes 6 months due to low attack? I don't use SPGs anymore either since NSB, but your mainline tanks are where you are getting the soft attack from in an armor division. TDs for heavy attack and extra piercing (which you'll lose piercing on the main tanks with howitzers). Going with the cheapest garbage gun on a main tank just to make it easier to produce in numbers and ignoring attack wholesale is how the enemy can just chain reinforce by walking back into the province after being pushed out. Which also leads back into his whole thing about 40 org. Yeah, he's probably conditioned to think that 40 org is necessary due to *how long his battles are all lasting.* It's another symptom of the low attack power. Increase your attack and you don't need nearly as much org. 30 is plenty for an offensive armor design. Tanks have trash defense as-is, and dedicated armor are going to push you back on the defense regardless. Focus on breaking through quickly so your maneuvers can't be easily countered.
It also depends on who you are going to fight against and what that division will be used for. An armored division against an infantry does not need a very high organization and more if you have reserves to take advantage of the gap. The ideal is to use some divisions to open the way and others in reserve to take advantage of the gap. And on the defensive something similar, keep 20% of your bulk of troops in reserve in the second line
I think soft attack is underrated. Breakthrough is expensive. A good division should have a bit more soft attack than breakthrough. And small infantry division’s are meta with superior firepower and rocket artillery combined with normal artillery
@9:27 might add, that u can make Tanks with lots of Soft Attack, in Single Player that is.(u can give Tanks howitzer and still elt them do the tank role) SPG's are useless, they have lower breakthrough and wider combat width(they just get bonus to Soft attack) and need another Design/Production Line.
I wouldn’t say that spg’s are worthless. In my most recent Germany single player campaign I managed to cap the Soviet Union in 3-4 months by primarily using a speedy light tank division. the max you can expect to go that early is 12 kph, and you can get the improved light chassis to that speed with some reasonable reliability. The problem is that they have low soft attack. They solution I’ve found is to modify the existing design and add some machine guns for more soft attack (which also gets boosted). If you set your production timetable right with an accompanying spaa line you can have 20 full strength 42 width (best width for busting forest and plains)300+ soft attack divisions going three times faster than enemy infantry can move. My div Template was 6 lights, 2 light spg, 2 light spaa, 10 trucks with a light flame tank, artillery, logistic and maintenance supports.
I feel like you are trying to get us ready for a PDX patch to nerf the recent exploits. The tank exploit is more fun for the smaller nations. The major countries it’s just overkill.
6:23 Would you use Engineers for entrenchment on small coastline defense armies? Given that once the main invasion is in, most guards would be switched or deleted
I am awful at this game and I don’t understand what I’m doing wrong. Just when I think I’m getting ahead, one of the other counties comes in and steamrolls all of my gains
I only use 9-1-1 22 WD with Support Arty and support AA and just spam CAS, and my attacking divisions are 30 WD tank divisions (lately the tanks have been uber OP cause of the convert bug)
I completely disagree on the organization. Organization as low as 20 can work if the division has very high stats and doesn’t move around too quick. Essentially, I’m talking about my 6/16 inf/arty kaiserreich bulgaria 60w divisions. With base 900 soft attack and 300 breakthrough in 1939, absolutely nothing can break these divisions either on attack or defense. At least, nothing the AI will throw at me. A player might actually field decent tank divisions and break my arty divisions, but the AI doesn’t do that.
7:15, I would disagree with the need to keep the production cost below 20. Your tanks in that template, though you could have many of them, would not be able to pierce or withstand basic AT divisions or proper heavy tanks. Like you said, you build tanks for armour and breakthrough. Your 20 production cost tanks have neither. If you have a tank that is 100+ armour, 100+ piercing, and 8km/h which is what I go for, they will absolutely roll over your shitty cheap tanks. Even if I have low numbers in each division, the sheer stats on the tank will still overpower your units, even at inadequate strength.
One question I have had regarding low org units is could such units be used as a first line attack division. Like historically, one way arta was used was to bombard the front with a load of shells before the attack, so, would there be a use for a artillery heavy division that you use to soften up the enemy before the actual attack?
Well the answer to your question is probably no, (as in the game doesn’t really support historical divisions in that way), BUT I will say I have used 35-45 org arty divisions (because I went GBP which gives a lot of org-per infantry) and so that’s A LOT of arty) And I would basically use them to attack across the front line in North Africa and the Middle East in order to do some realllly heavy soft attack. The problem with this is that it only works in single player, so if you want some arty-heavy play I would personally recommend going GBP and filling those devisions up with arty, or going mobile warfare and making mobile arty devisions. (Superior fire power technically works for arty as well, you could even go the first left path if you want a lot of line arty and your a masochist) but realize that it doesn’t stack org nearly as much so if the goal is devisions made up of like 50/50 artillery then GBP is better as far as org. Sorry for the block of text lol 😩 Basically I would recommend messing with doctrines to stack infantry org and then aiming for 45-50 org and fitting as much arty as possible in :) I will say it is very satisfying to see enemy casualties stack up like crazzzzy.
This is a difference between the real world and the game. In the real world, you're absolutely right. In the game, an artillery division has no org, so it won't actually do any attacking. You also can't 'soften' the enemy before attacking except potentially through the command ability 'probing attack', but I've never seen anyone figure out how to use that. One of the problems in the game is that as you attack, you will cost both yourself and the enemy organization (green bar). However, the instant you stop attacking, the organization will replenish. Likewise, any equipment/manpower losses will replenish (yellow-orange bar). So, the only way to do what you're describing is to have at least 2 separate units on a given tile. Attack with one first to cost the enemy org down, and then attack with the second once the org is low. In theory, that would work, but in the mechanics of the game it is redundant with simply having more of a division with sufficient org and either breakthrough or soft attack. Or, just attackinng with both divisions at once anyway. This is the thing to remember with HOI4. It's not real. It's a simulation that relies on mathematical equations and RNG to calculate statistics on attack and defense, which do not at all reflect reality. The principle ends up being a decent simulation of reality, but only in terms of the outcome, not the mechanics.
I've tried this and it works but its yields WW1 style results because it's WW1 style strategy. You will advance really slowly if at all. I think it's assumed that when your infantry division is attacking with artillery battalions that's what the artillery is doing. I'm aware artillery barrages were still used in WW2 but for the sake of the game it's not optimal to produce tons of artillery when you can make tanks and planes that will give you much better results.
Support artillery of all types are excellent on small divisions, that gives them the most punch for the combat width. Support Companies (logistics, etc) are terrible on small divisions, because they use the same equipment but apply their effects to less combat stats.
I wish the game could handle detachable regiments/battalions. Having heavy tank battalions or artillery regiments that you move to where they are needed for specific operations without having to swap out entire divisions would add a lot of flavour for me.
I love 40 width divs, how ever if you're going to make them that fat, you get more use out of support corps and not filling it out fully is a crying shame. Supply, maintenance, and hospital for anything over 30 is almost mandatory. You pay a flat rate so a 6 inf doesn't make good use out of it compared to a 40 width. In fact there is no reason to support arty. You want support arty or AA on divs you're trying to keep perfectly at 20 or lower. Even the 4 or 6 cav units make good use out of it. Just checked fast. my 5 cav gave 70 org but it drops to 50 with ok pen and soft attack, only running support arty / aa. It does cost more how ever 3 cav is before it starts becoming trash org wise, just at 42 org.
Anti-air is wasted on your armored divisions, as those should Always be supported by friendly air cover and if you don't have local air superiority where your armored divisions are pushing you're doing something fundamentally wrong. For attack oriented infantry you can make an argument for both the anti-air support company and for including one anti-air battalion due to the added piercing and hard attack. And for defense oriented infantry it's a very good idea since they won't always have sufficient air coverage where they're defending/holding the line.
i mean for me i just make beafy infatry with decent amounts of artilery and infantry and with some tech and doctorine i get 800 soft attack that can beat anything made by the ai
About SPG's would you put them in motorized or mechanized divisions to add armour and artillery or is it still better to just use light tanks for armour and motorized artillery?
But tbh, infantry needs artillery ALOT and tanks are just...... tanks.... they kill anything anyways. Also never mix tanks with infantry unless you want space marines.
Kund of proud that i got almost all his question right. (missed 2) dident know mixxing was that bad and the SPG stuff was useless over 500 Breakthrough. :D , best game i ever had was volontaire to Germany to break Soviet, allies break Germany before soviet break, go allies , join war , break soviet as allies :P
The problem with such large divisions and their combat width is that they are very difficult to fit into the combat widths of the terrain. Let me explain, if your division has a width of 25 and the terrain is 80 wide, you can put 3 medium divisions into combat, but if the width is 42, you can only put one. You lose flexibility and effectiveness. You can extrapolate this to any amount since the combat widths of the terrains range between 60 and 110; more or less.
The good thing about 40+ width is that they hardly suffer any losses since their def/breakthrough counters nearly all incoming damage while it typically dishes out so much soft attack that it overwhelms enemy def/breakthrough. A single 40w can easily take on two 20w with the same cumulative stats even though they have double the organisation together, since all attack that is higher than def/breakthrough is multiplied by 4. Also since 40w+ hardly spends any time fighting and nearly all fighting even in bad terrain counter the enemy attack it hardly has any losses of manpower and equipment. The only real drawback is supply consumption and some 10-20w fast motorised can easily capture territory, surround and pin enemies till cheap slow inf/art 40w+ can destroy the enemy pockets. A K/D of more than 10 is easily archivable with that against the AI. The small mobile divs, have much higher losses but the surrounding + pinning of enemies and the capture of territory easily pays for that.
In one video I just learned what I am doing wrong. I really wish Paradox made a better tutorial into the actual workings that really matter in this game. I guess trying to learn the game is one of the most fun parts about it.... but holy hell is it a hell of a learning curb. It's actually making me feel dumb! I never considered myself dumb until I came across HOI4. I will feel better once I master it. One day at a time!
Hell yeah brother that's the spirit! If it makes you feel any better I've played hoi4 for almost 4K hours and am only just learning that my 20 width tank divisions are garbage I've also never made a flame tank 🤣.
that one mountain battalion barely adds anything. you maximize the terrain bonuses of a mountain division by having all mountain battalions in it and nothing else. the more non mountain battalions you add the more the bonus gets dilluted. you can probably get away with an artillery/aa battalion or two for extra soft attack/piercing/aa which won't dillute the terrain stats by a lot (also to play with combat width), but in your case might as well go 14 infantry.
Engineers on your 10-width infantry divisions isn't recommended? I'd imagine the entrenchment bonuses would be worthwhile, but I typically give them both Artillery and Engineer companies
@@FeedbackIRL but you will have way more of these 10 width divisions, paired with superior firepower, putting in as many sup companies as possible will be the best strategie
@@dionelshani1083 But engineers don't give you any stats boosted by superior firepower. The only company that really benefits is the artillery ones. 10W with all 5 support company slots used cost about the same as a 34W with just shovels. And you can't attack with the 10W anyway.
@@Khajitsmasher2000 sure if you can afford to spend a lot of production on support equipment. production that can be spent on guns, tanks, planes, trucks.
@@FeedbackIRL Yes and no. Engineer company have infantry equipment, and that is giving stats little less than one infantry battalion, but it takes 0 width.
I always felt like doing a lot of templates for army is exhausting for me somehow. My strat is always to have 20 width for my whole army until I have economy good enough to make it 40 width and then just spam it out with airforce. And then the garrison ports like 10 widths just to hold it. And to be fair ive done it for the whole 1800 hours i played and it works everytime so idk what is blud ranting about
10% of damage will always hit you regardless of defense or breakthrough. Additionally moving, thus attacking, drains org so even if you can break one tile you can't push any more
SPG stands for a "Self Propelled Gun", which is a catch all term for thing like Self Propelled Artillery(SPA) and Tank Destroyers (same with SPAA which is Self Propelled Anti Air), examples of SPG/SPA would be the Marder for a tank destroyer, and the Wespe for artillery(German), the SU-100 for a rank destroyer and the Katyusha for artillery,(Soviet), the M110 tank destroyer M7 Priest artillery platform(US), and the Archer anti tank gun and Sexton artillery platform.(UK)
But do all Divisions really need AA? I usually skip AA on my Tank Divisions and give it to my mobile Infantry instead. Since i usually use both for a quicky punch through the lines, the AA should still give its value to the Tank Divisions since its also in combat right? And the Tank Division can have higher org without AA.
Both of the two too big divisions have way too little anti-tank capability. If you want to make a giga-size expensive infantry division for your frontline, at least give it enough AT that it doesn't get rolled over easily by anything armored. 40+-widths aren't expendable roach units you can spam out en masse and not care about losing to a tank offensive. You want a BEEG defensive lynchpin division, build it so it can actually, you know, defend somewhat effectively against the most common attacking division type.
So wait... Reliability DOESN'T affect combat? Well, what if I make some reeeeally amazing tanks with the worst Reliability possible... and only use those divisions for static defense like lines of Forts? I mean, at least in your own homeland this should be a nice backup plan if the enemy invades your country, since you can place those divisions right where you need them, right? Or does Reliability also count, if the division does absolutely nothing and just stands around for months? How exactly is it applied? Once when entering a new province? Every X hours? I think the info the game gives you about it could be a little bit more specific... Or am I just that dense again? XD
Great video, but I think it would be better if I actually had time to answer, and not pause within 0.001 seconds because the video chapters already spoil everything and the answer comes straight away.
you're valuing reliability too much with that heavy tank. the thing about reliability is if you just avoid attritioning then it doesn't matter. just don't attack in a mountain nor marsh. Your tanks shouldn't be in a position where they're attritioning regardless.
Whats the worst divsion template you can think of? GO!
#onlyartillery
@@emreerdem2772 Fascist Czechoslovakia can actually make artillery only that doesn't die immediately. They have a national spirit that gives a flat +10 org to divisions so the arty wont have 0 org lol
Every battalion you can think of in 1 template, with MP, cav recon, field hospital, signal and AT support
One motorized anti tank artillery unit, combined with one early heavy tank SPAA, with field hospital, military police, radio and motorized recon
An MP garrison division with full support equipments, but instead of cavalry its heavy tanks
It is pretty sad that as the game is so abstracted, the reason why several things were done historically are lost. Like SPGs and SPAA being made to allow faster maneuvers for tank units (motorized artillery still needed a lot more time to set up and such)
The game would be so much better if it simulated brigade level combat, instead of just divisional level combat!
@@TEAserOne it would be cooler, but micro would be a fucking nightmare and a half.
@@benjamingumundsson4397 Well I more meant simulating as in during battles, not having to move Brigades around.
@@TEAserOne What would the difference be (between your suggestion and it now with division-level)? I'm a HOI4 nub
@@clamum9648 Divisions are very large, so each individual brigade just add "stats" to the division as a whole, but if HOI simulates combat at a brigade level it would be more realistic cause it could simulate things like tactical mobility and would combined arms units make more sense.
Now it's just a big pile of stats, but at a brigade level each individual brigade gets to play his song which could give the division designer much more depth then just get the best stats.
7:42 That's actually the perfect recon tank because reliability doesnt matter for recon tanks, you just need 17% and it's just as good as 100%
I would argue it's a little expensive for what it is. Now that Armored Recon has been nerfed, I think you're better off with not putting armor on it. You can easily make a tank like that for Armored Recon under 5 production cost if you just don't bother with armor.
@@PeterBarnes2 Yeah using it for just breakthrough is still worth it. Though i would just do a medium flame tank instead.
why doesnt reliability matter for recons? i have never heard that before
@@mcsroom8930 theoretically reliability is a must but thru trial and error it barely has an effect, search it up on yt
i think armored cars is way better than light tanks if you want recon
Shout out to the giga chads rocking 50 width super heavy tanks - that's the best division
I am going to have to disagree with your opinion on breakthrough versus soft attack. Once you have more breakthrough than the enemy has attack value, excess breakthrough is wasted, and the only stat that causes damage to defenders is attack. A tank division with 200 soft attack will break the enemy division twice as quickly as a tank division with 100 soft attack, more than twice as quickly if the modified attack value actually manages to exceed their defense value because it is twice as high. So when fighting 5 infantry divisions with 80 soft attack each, a tank division with 200 attack and 360 breakthrough will win twice as quickly while taking the same amount of losses as a tank division with 100 attack and 500 breakthrough.
TLDR Attack value is never wasted and will always speed up your offensive battles and do more equipment damage to enemies while breakthrough is capped in utility to the attack value of the defender.
Played a single player game with SPGs and medium tanks, best division ever
You're right. I told him that once and he just answered that he still prefers breakthrough because the wiki this or that yadda yadda yadda.
One issue I have with this is that breakthrough is much more expensive per IC than soft attack, thus harder to increase. Furthermore most debuffs like shore bombardment, CAS, railway guns, low supply, low fuel, etc. affect mainly breakthrough and defense, and does not affect soft attack very much. It's very rare to have too much breakthrough against another player, but against AI it does not really matter. Because how new players (and experienced alike) might sometimes forget to build supply depots, importing fuel or forget to build CAS, having extra breakthrough is always better than soft attack when you get debuffs.
@@timra9309 I cannot tell if you are a multiplayer elitist, or just like to rain on other people's parades. I will answer this, some people enjoy gaining a deeper understanding of the mechanics of the game and then applying that to find more optimal ways to accomplish their desires in game. To put it simply, the reason they do what you are attempting to derisively shame them for is because they find it fun, which is the same reason they are playing HoI4 instead of watching 'cat sleeps on lamp' videos on the internet.
@@pauldennison1757 The best roast I ever saw in my life!
For that last one, the heavy SPGs were also slowing the whole division down. At 4.3 km/h you shouldn't bother with motorized at that point, just use regular infantry and artillery.
EDIT: apparently trucks give a small amount of hardness and breakthrough? Though, if I was using trucks I'd also want decently fast tanks to make encirclements.
Yeah this was my thought too. Tanks (should) come in three speeds - Infantry (4.0 KM/H), Cavalry (6.4 KM/H) and Motorized (12.0 KM/H). But for motorized you'll never really get that level of speed, at least from my experience. Too much shit happens ahaha
I found this kind of lifehack when you build a whole lot of mediums with howitzers early game and then you unlock a better hull or weapons, you build another tank with all of those and then you switch the old tank into SPG and retain production efficiency. I guess it's not really as good as just making better tanks but you can build a lot of SPGs that give similar things.
That's basically what the Germans did in WW2.
I wonder how many different templates you could want or would be reasonable to have in a game? Like an Entrench Division, Tank Division, MP Division, Garrison Division, Marine Division, Paratroop Division, Mountaineer Division and possibly even more? Or would trying to do that just be too expensive?
I usually go with 2 inf (15s and 30s), 2 tanks (cheap light 1s and 2s, and my "built" meds/heavies) and 2 SFs (40w Marines or 25W mountaineers). Plus your Garrison division but that doesn't count.
The Chad move would be to make a new template for every single division
@@BrokenOlive Gigachad : make no templates, the enemy will be too unsettled by your lack of division thinking something fishy is up and they won't fight you, just like that time a Chinese general had to defend a city against a huge army with just a couple of guys and simply opened the gate and played the flute on top of it making the enemy general think it's a trap and back out
Japan could justify having cavalry, regular infantry templates, a large island/port garrison, bicycle infantry, marines for island invasions and mountaineers for the big mountain regions near India. A small amount of paratroops wouldn't be out of place for any major, and then you can make a small amount of tank units.
As Germany, I'd say 4 divisions is sufficient.
1. Holding the line
2. Tanks/strong infantry for attacks
3. Garrison template
4. Something to hold ports. It doesn't need to be as strong as the line holding divisions, because of the penalties when naval invading.
I love this idea. Please make more. Really entertaining and even after 1.400 hours I learned something.
4:43 I wonder if whoever posted that template intended for it to be used with mass mob. with mass mob it'll actually be like 41 or 42 combat width. With mass mob you can you fit more artillery in the division since the infantry takes up less space and have a truly beefy division. the fact that they also used signal company also makes it seem more like it's supposed to be used with mass mob because why else would you use signal company unless you're planning to stack as much reinforce rate as possible.
Something interesting to note about the "too many support battalions" example. In the most recent patch they made it so that the stats given (including armor) from recon tanks depends on the size of the division. So while that division with 5 inf battalions is not so great, the same division with para actually has some teeth now when you drop them.
Though for that example specifically I would trade out that anti tank support for a heavy flame tank.
Also even in older versions at least 3 support companies don't scale -- art, rocket art and aa
The last division speed is too low. You could change the motorized for leg inf to save fuel and equipment for a meager -0.2 max speed cost.
Trucks give breakthrough and hardness. Worth
@@FeedbackIRL totally forgot about it.
@@FeedbackIRL very little, not worth.
So I've been playing since around waking the tiger came out (over 1000+ hours in total) and only found your channel a few days ago but since watching I feel as though I finally understand how many of the mechanics work. Nice one!
Glad I could help!
I really like these kinds of videos. I'm new to the NOSB dlc and I don't know what the good tank numbers are, and the combat width thing continues to throw me. Plus, if I'm playing a nation that Germany attacks, I get rolled all the time
You'll get the hang of it. Practice makes perfect!
I have more than 5,000 hours in this game and the best template for Germany, in its panzer units, is the following.
3 medium tank battalions.
1 light tank battalion.
2 mechanized infantry battalions.
4 motorized infantry battalions.
1 armored reconnaissance car battalion.
And the artillery to choose, always being two standard artillery pieces, one medium and one against the car. Whether motorized or armored.
Do not forget some AA unit, if it is better mechanized.
"What's wrong with the template?" - FeedbackIRL
I love how he didn't just use the wrong you're, he also put it in all caps so that everyone would notice it.
Me who keeps using the 9-1 division with artillery, logistics, anti air and sapper companies for EVERYTHING
5:40 wrong! Спам дорогими дивизиями 10ой ширины (при условии , что вы контролирует воздух) , это лучший способ пробить любую оборону. 20/30/40 ширина фрона находясь в укрплениях 10ого уровня , не смогут остановить 9 дивизий с шириной по 10 . Механика нанесения урона (точечный урон и рассеяный) на стороне дивизий с малым размером. Да огромные потери , да это дорого, да сложно управлять , но только штурмовики могут помочь удержать такую атаку. Ну и конечно в обороне они не очень хороши, но какая оборона у нас же no step back, только вперед )
Could you/Have you made a video explaining the practical differences between stuff like hard attack, soft attack, piercing and breakthrough?
(also hi, from the discord)
Sure
@@FeedbackIRL Yeah, I agree. To my knowledge if a tank has a lot of breakthrough it still needs plenty of soft attack to defeat enemy infantry in a timely manner. Otherwise instead of needing 2-3 days to defeat 4 infantry divisions the tank divisions can take triple the amount of time if they don't have much soft attack. But I could be wrong though.
@@ziga4870 yes feedback severely overstates the importance of breakthrough
i used to when i still played to build only 2 divisions most of the times, one for garrisons and one simple for front line, before with update i always built 40w after i tried 21w with 2 artys and anti air (+ both in support) and it worked in my games
Same. I would play as the Soviets in the highest difficulty and I'd make three templates. My line holding infantry (which would usually be 20W INF recon, engineer, arty, aa, logistics). My medium tanks (26W mediums + motor, recon, arty, AA, logistics, maintenance). My MP garrison cavalry (maximum cav + mp). All my XP would go into building tank variants. I would use defensive generals for the infantry to hold the line while building forts where I could) and then build all my tanks for extreme speed and I would eventually become fast enough that I would annihilator enemy infantry units by overruns. Germany I would use a few more templates like some marines and some inf+eng garrisons, but still build the tanks for speed.
For me the problem was that the template had light tanks and mediums mixed in, i feel that just makes its armor crap and the speed is still crap
It seems like your understanding of what breakthrough vs attacks give you on attacking divisions isn't quite right. Any amount of breakthrough > combined attacks on that division is wasted in that fight, period.
You want enough breakthrough to handle penalties or unexpected targets, but there comes a point where adding more breakthrough does literally nothing, a wasted stat every bit as much as 120% reliability.
More soft attacks vs soft or hard attacks vs high hardness are never wasted. More damage is consistently useful.
On the 10w division, stacking SF + support on 10w is one of the ways you can get a lot of attacks without much industry or research, so it's good for minors in SP.
Large divisions do not cost more to man a line, not in production and not in supply. They cost less in most cases. If your org holds, they're fine. Big if, though.
Good someone bothered to point it out. Breakthrough is just defence when attacking. For the same reason there is no point having very beefy infantry divisions with 1000 defence there is no point having tank divisions with 1000 breakthrough since most of it will be wasted. Damage is always valuable since it will cause more equipment damage to the enemy and break their organization faster.
Agreed on attack there. He's advocating for going minimal attack power on his tanks, but also says not to use SPGs? How are his armor breaking through and getting encirclements if every battle takes 6 months due to low attack? I don't use SPGs anymore either since NSB, but your mainline tanks are where you are getting the soft attack from in an armor division. TDs for heavy attack and extra piercing (which you'll lose piercing on the main tanks with howitzers). Going with the cheapest garbage gun on a main tank just to make it easier to produce in numbers and ignoring attack wholesale is how the enemy can just chain reinforce by walking back into the province after being pushed out.
Which also leads back into his whole thing about 40 org. Yeah, he's probably conditioned to think that 40 org is necessary due to *how long his battles are all lasting.* It's another symptom of the low attack power. Increase your attack and you don't need nearly as much org. 30 is plenty for an offensive armor design. Tanks have trash defense as-is, and dedicated armor are going to push you back on the defense regardless. Focus on breaking through quickly so your maneuvers can't be easily countered.
It also depends on who you are going to fight against and what that division will be used for. An armored division against an infantry does not need a very high organization and more if you have reserves to take advantage of the gap. The ideal is to use some divisions to open the way and others in reserve to take advantage of the gap.
And on the defensive something similar, keep 20% of your bulk of troops in reserve in the second line
What he said about using a single template for your whole army is true, until like a week ago I was doing that.
The moment when the Prequal Devision is EXACLY my Division i used in game before, with some more tank and Supp companies xD
Tried out railway guns as Germany. They are 100% broken.
I think soft attack is underrated. Breakthrough is expensive. A good division should have a bit more soft attack than breakthrough. And small infantry division’s are meta with superior firepower and rocket artillery combined with normal artillery
That was a really fun video, I hope you'll make another one FBG!
Thank you!
@9:27 might add, that u can make Tanks with lots of Soft Attack, in Single Player that is.(u can give Tanks howitzer and still elt them do the tank role)
SPG's are useless, they have lower breakthrough and wider combat width(they just get bonus to Soft attack) and need another Design/Production Line.
I wouldn’t say that spg’s are worthless. In my most recent Germany single player campaign I managed to cap the Soviet Union in 3-4 months by primarily using a speedy light tank division.
the max you can expect to go that early is 12 kph, and you can get the improved light chassis to that speed with some reasonable reliability. The problem is that they have low soft attack.
They solution I’ve found is to modify the existing design and add some machine guns for more soft attack (which also gets boosted). If you set your production timetable right with an accompanying spaa line you can have 20 full strength 42 width (best width for busting forest and plains)300+ soft attack divisions going three times faster than enemy infantry can move.
My div Template was 6 lights, 2 light spg, 2 light spaa, 10 trucks with a light flame tank, artillery, logistic and maintenance supports.
I feel like you are trying to get us ready for a PDX patch to nerf the recent exploits. The tank exploit is more fun for the smaller nations. The major countries it’s just overkill.
6:23 Would you use Engineers for entrenchment on small coastline defense armies? Given that once the main invasion is in, most guards would be switched or deleted
I am awful at this game and I don’t understand what I’m doing wrong. Just when I think I’m getting ahead, one of the other counties comes in and steamrolls all of my gains
I've been running 7/2's again and they are still very, very viable
This was a real good video. Nice and to the point, focusing on the most important bits
Glad you liked it!
I only use 9-1-1 22 WD with Support Arty and support AA and just spam CAS, and my attacking divisions are 30 WD tank divisions (lately the tanks have been uber OP cause of the convert bug)
I completely disagree on the organization. Organization as low as 20 can work if the division has very high stats and doesn’t move around too quick. Essentially, I’m talking about my 6/16 inf/arty kaiserreich bulgaria 60w divisions. With base 900 soft attack and 300 breakthrough in 1939, absolutely nothing can break these divisions either on attack or defense. At least, nothing the AI will throw at me. A player might actually field decent tank divisions and break my arty divisions, but the AI doesn’t do that.
7:14 my light tamplate have other 15 producion cost and my medium tank have over 20 producion cost xd.
Tanks removing organization... why exactly, I mean what they were thinking (if they were thinking at all)
If anything they would realistically add more org.
Final tank:
In your own words, the tank dosent need the engineers, suggest replacing for repair companies
7:15, I would disagree with the need to keep the production cost below 20.
Your tanks in that template, though you could have many of them, would not be able to pierce or withstand basic AT divisions or proper heavy tanks.
Like you said, you build tanks for armour and breakthrough. Your 20 production cost tanks have neither. If you have a tank that is 100+ armour, 100+ piercing, and 8km/h which is what I go for, they will absolutely roll over your shitty cheap tanks.
Even if I have low numbers in each division, the sheer stats on the tank will still overpower your units, even at inadequate strength.
Man these edits got me feeling kinda unnerved
One question I have had regarding low org units is could such units be used as a first line attack division.
Like historically, one way arta was used was to bombard the front with a load of shells before the attack, so, would there be a use for a artillery heavy division that you use to soften up the enemy before the actual attack?
Well the answer to your question is probably no, (as in the game doesn’t really support historical divisions in that way), BUT I will say I have used 35-45 org arty divisions (because I went GBP which gives a lot of org-per infantry) and so that’s A LOT of arty)
And I would basically use them to attack across the front line in North Africa and the Middle East in order to do some realllly heavy soft attack.
The problem with this is that it only works in single player, so if you want some arty-heavy play I would personally recommend going GBP and filling those devisions up with arty, or going mobile warfare and making mobile arty devisions.
(Superior fire power technically works for arty as well, you could even go the first left path if you want a lot of line arty and your a masochist) but realize that it doesn’t stack org nearly as much so if the goal is devisions made up of like 50/50 artillery then GBP is better as far as org.
Sorry for the block of text lol 😩
Basically I would recommend messing with doctrines to stack infantry org and then aiming for 45-50 org and fitting as much arty as possible in :)
I will say it is very satisfying to see enemy casualties stack up like crazzzzy.
This is a difference between the real world and the game. In the real world, you're absolutely right. In the game, an artillery division has no org, so it won't actually do any attacking. You also can't 'soften' the enemy before attacking except potentially through the command ability 'probing attack', but I've never seen anyone figure out how to use that. One of the problems in the game is that as you attack, you will cost both yourself and the enemy organization (green bar). However, the instant you stop attacking, the organization will replenish. Likewise, any equipment/manpower losses will replenish (yellow-orange bar). So, the only way to do what you're describing is to have at least 2 separate units on a given tile. Attack with one first to cost the enemy org down, and then attack with the second once the org is low.
In theory, that would work, but in the mechanics of the game it is redundant with simply having more of a division with sufficient org and either breakthrough or soft attack. Or, just attackinng with both divisions at once anyway.
This is the thing to remember with HOI4. It's not real. It's a simulation that relies on mathematical equations and RNG to calculate statistics on attack and defense, which do not at all reflect reality. The principle ends up being a decent simulation of reality, but only in terms of the outcome, not the mechanics.
I've tried this and it works but its yields WW1 style results because it's WW1 style strategy. You will advance really slowly if at all. I think it's assumed that when your infantry division is attacking with artillery battalions that's what the artillery is doing. I'm aware artillery barrages were still used in WW2 but for the sake of the game it's not optimal to produce tons of artillery when you can make tanks and planes that will give you much better results.
Support artillery of all types are excellent on small divisions, that gives them the most punch for the combat width. Support Companies (logistics, etc) are terrible on small divisions, because they use the same equipment but apply their effects to less combat stats.
I wish the game could handle detachable regiments/battalions. Having heavy tank battalions or artillery regiments that you move to where they are needed for specific operations without having to swap out entire divisions would add a lot of flavour for me.
I love 40 width divs, how ever if you're going to make them that fat, you get more use out of support corps and not filling it out fully is a crying shame. Supply, maintenance, and hospital for anything over 30 is almost mandatory. You pay a flat rate so a 6 inf doesn't make good use out of it compared to a 40 width. In fact there is no reason to support arty. You want support arty or AA on divs you're trying to keep perfectly at 20 or lower. Even the 4 or 6 cav units make good use out of it.
Just checked fast. my 5 cav gave 70 org but it drops to 50 with ok pen and soft attack, only running support arty / aa. It does cost more how ever 3 cav is before it starts becoming trash org wise, just at 42 org.
Anti-air is wasted on your armored divisions, as those should Always be supported by friendly air cover and if you don't have local air superiority where your armored divisions are pushing you're doing something fundamentally wrong.
For attack oriented infantry you can make an argument for both the anti-air support company and for including one anti-air battalion due to the added piercing and hard attack.
And for defense oriented infantry it's a very good idea since they won't always have sufficient air coverage where they're defending/holding the line.
Great video! Also engaging since there's audience participation.
How dare you insult Arty only
Free cannons!!!! I guess I'll send those to Manchukuo so Pu Yi can beat Japanese...
i mean for me i just make beafy infatry with decent amounts of artilery and infantry and with some tech and doctorine i get 800 soft attack that can beat anything made by the ai
About SPG's would you put them in motorized or mechanized divisions to add armour and artillery or is it still better to just use light tanks for armour and motorized artillery?
That light tank was not that bad for recon light tank, although yes the reliability is a bit low.
Yeah, that felt like a support company light tank. It even had no armor.
Thanks bro this help a lot for me
You're welcome
I pretty much never use line artillery anymore. After adding infantry and tanks it seems like there's plenty of soft attack and more isn't necessary.
But tbh, infantry needs artillery ALOT and tanks are just...... tanks.... they kill anything anyways. Also never mix tanks with infantry unless you want space marines.
Kund of proud that i got almost all his question right. (missed 2) dident know mixxing was that bad and the SPG stuff was useless over 500 Breakthrough. :D , best game i ever had was volontaire to Germany to break Soviet, allies break Germany before soviet break, go allies , join war , break soviet as allies :P
Is rocket artillery/motorized rocket artillery and separately super heavy tanks good to use for divisions ?
The problem with such large divisions and their combat width is that they are very difficult to fit into the combat widths of the terrain.
Let me explain, if your division has a width of 25 and the terrain is 80 wide, you can put 3 medium divisions into combat, but if the width is 42, you can only put one.
You lose flexibility and effectiveness.
You can extrapolate this to any amount since the combat widths of the terrains range between 60 and 110; more or less.
The good thing about 40+ width is that they hardly suffer any losses since their def/breakthrough counters nearly all incoming damage while it typically dishes out so much soft attack that it overwhelms enemy def/breakthrough. A single 40w can easily take on two 20w with the same cumulative stats even though they have double the organisation together, since all attack that is higher than def/breakthrough is multiplied by 4. Also since 40w+ hardly spends any time fighting and nearly all fighting even in bad terrain counter the enemy attack it hardly has any losses of manpower and equipment. The only real drawback is supply consumption and some 10-20w fast motorised can easily capture territory, surround and pin enemies till cheap slow inf/art 40w+ can destroy the enemy pockets. A K/D of more than 10 is easily archivable with that against the AI. The small mobile divs, have much higher losses but the surrounding + pinning of enemies and the capture of territory easily pays for that.
Can you make a video of generals and how you give army's to generals? Do you give one general 24 infantry? Do you give a general all tanks? A blend?
In one video I just learned what I am doing wrong. I really wish Paradox made a better tutorial into the actual workings that really matter in this game. I guess trying to learn the game is one of the most fun parts about it.... but holy hell is it a hell of a learning curb. It's actually making me feel dumb! I never considered myself dumb until I came across HOI4. I will feel better once I master it. One day at a time!
Hell yeah brother that's the spirit! If it makes you feel any better I've played hoi4 for almost 4K hours and am only just learning that my 20 width tank divisions are garbage I've also never made a flame tank 🤣.
8:32 the speed is a meme
If you have maintenence companies in your tank divisions anything over 80% reliability is effective if you're not doing maintenence you need over 90
13/2/1 where 1 is the mountaineer (you have a limit of divisions you can get)
that one mountain battalion barely adds anything. you maximize the terrain bonuses of a mountain division by having all mountain battalions in it and nothing else. the more non mountain battalions you add the more the bonus gets dilluted. you can probably get away with an artillery/aa battalion or two for extra soft attack/piercing/aa which won't dillute the terrain stats by a lot (also to play with combat width), but in your case might as well go 14 infantry.
@@archer8849 he asked for a bad division
@@Lasariko oh. in that case I'll submit mine:
ARTILLERY ONLY division, with support artillery!
Engineers on your 10-width infantry divisions isn't recommended? I'd imagine the entrenchment bonuses would be worthwhile, but I typically give them both Artillery and Engineer companies
lol, even flame tanks are hidden behind a DLC paywall 😂
honestly I don't play mobile tank division for a very long time, the infantry tank is so much easier and cheaper to design.
Are not engineers worth it for 10 width line infantry? I mean entrenchment is important, right?
Each level of entrenchment increases defence and soft attack by 3% so bigger divisions benefit more from engineers
@@FeedbackIRL but you will have way more of these 10 width divisions, paired with superior firepower, putting in as many sup companies as possible will be the best strategie
@@dionelshani1083 But engineers don't give you any stats boosted by superior firepower. The only company that really benefits is the artillery ones. 10W with all 5 support company slots used cost about the same as a 34W with just shovels. And you can't attack with the 10W anyway.
@@Khajitsmasher2000 sure if you can afford to spend a lot of production on support equipment. production that can be spent on guns, tanks, planes, trucks.
@@FeedbackIRL Yes and no. Engineer company have infantry equipment, and that is giving stats little less than one infantry battalion, but it takes 0 width.
4:32 me destroying Poland, France, UK and Denmark with the same one: Excuse me, what??
6:16 ha, that one 😃
Nice video, really helps me a lot on building my own divisions.
Thank you
are 9/3 with support arty and engineers good for attacking? Been using them but wanna know what someone more experienced has to say?
I always felt like doing a lot of templates for army is exhausting for me somehow. My strat is always to have 20 width for my whole army until I have economy good enough to make it 40 width and then just spam it out with airforce. And then the garrison ports like 10 widths just to hold it. And to be fair ive done it for the whole 1800 hours i played and it works everytime so idk what is blud ranting about
noob question but wouldn't having high breakthrough offset having low org in a tank division since it makes you take less org damage ?
10% of damage will always hit you regardless of defense or breakthrough. Additionally moving, thus attacking, drains org so even if you can break one tile you can't push any more
Good luck getting overruns with the last division's 4km/h
What does "SPG" stands for??
Self Propelled What?
SPG stands for a "Self Propelled Gun", which is a catch all term for thing like Self Propelled Artillery(SPA) and Tank Destroyers (same with SPAA which is Self Propelled Anti Air), examples of SPG/SPA would be the Marder for a tank destroyer, and the Wespe for artillery(German), the SU-100 for a rank destroyer and the Katyusha for artillery,(Soviet), the M110 tank destroyer M7 Priest artillery platform(US), and the Archer anti tank gun and Sexton artillery platform.(UK)
@@WillBilliamson2 Thanks king
How do you add flame tank in a division? Just producing it? I did not see a template for it when I played or I was just blind XD
didnt know the last one
thought it was a bait and it was good hahaha
5:08 do you still need AA if you have air superiority?
No you don't. Only if you play as Soviet Union you absolutly need AA.
using the same bgm as ISP threw me for a moment
But do all Divisions really need AA? I usually skip AA on my Tank Divisions and give it to my mobile Infantry instead.
Since i usually use both for a quicky punch through the lines, the AA should still give its value to the Tank Divisions since its also in combat right?
And the Tank Division can have higher org without AA.
AA is S tier. Piercing for tanks defence against air
@@FeedbackIRL But does the AA need to be in the division? Isnt it sufficent when they take part in the battle?
Thanks for answering btw
What's the outro song heard at the end of the video?
Both of the two too big divisions have way too little anti-tank capability. If you want to make a giga-size expensive infantry division for your frontline, at least give it enough AT that it doesn't get rolled over easily by anything armored. 40+-widths aren't expendable roach units you can spam out en masse and not care about losing to a tank offensive. You want a BEEG defensive lynchpin division, build it so it can actually, you know, defend somewhat effectively against the most common attacking division type.
is mechanised better than trucks on tank divisions? if no what is mechanised good for
So wait... Reliability DOESN'T affect combat? Well, what if I make some reeeeally amazing tanks with the worst Reliability possible... and only use those divisions for static defense like lines of Forts? I mean, at least in your own homeland this should be a nice backup plan if the enemy invades your country, since you can place those divisions right where you need them, right? Or does Reliability also count, if the division does absolutely nothing and just stands around for months? How exactly is it applied? Once when entering a new province? Every X hours? I think the info the game gives you about it could be a little bit more specific... Or am I just that dense again? XD
What song plays at the end of the video
"After Dark"
Me watching the ending... "haha like and subscribe" ... Oh shit, Im not subscribed??
Please do a BlackIce tutorial on all this same stuff.
I don’t need anti air I swamp them with fighters
Fill all possible spots in the division design template with heavy tanks
super heavy
Last one could be speed too
Can i make a really good division with only infantry and support companies?
This was cursed and amazing.
Great video, but I think it would be better if I actually had time to answer, and not pause within 0.001 seconds because the video chapters already spoil everything and the answer comes straight away.
you're valuing reliability too much with that heavy tank. the thing about reliability is if you just avoid attritioning then it doesn't matter. just don't attack in a mountain nor marsh. Your tanks shouldn't be in a position where they're attritioning regardless.
I feel like you have outdated info for half of these... Especially for combat width and so on
Hopefully Poland doesn’t do the funny on me next time
South america counties on there to sell both sides
I thought stacking soft attack on tanks is good vs AI atleast?
Why do divisions need AA when you can build fighters?
Why build fighters when you can build CAS?
@@Ktotokroto because CAS is useless if you have no fighters stopping the enemy fighters from intercepting 99.7% of CAS missions
@@dobi2236 *Just build more* _CAS_
Love this new game more than hoi4 🤣
These pictures when the question is raised is just ugly
great video