Why Line Artillery is Overrated

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  • Опубликовано: 13 сен 2024

Комментарии • 457

  • @sumzer_0
    @sumzer_0  Месяц назад +62

    There are some smaller reasons that i didnt think were big enough for the video that im going to post here:
    1: Higher IC losses. The simplified formula for IC losses is organization * IC/HP. Line Artillery has higher IC and lower HP than infantry. Yes, lower organization as well, but its still an increase from infantry. 9/0 has 181.63 while 9/1 has 193.61. Therefore 9/1 has more IC losses.
    2: Supply. A 9/1 consumes 7.5% more supply per width. Larger divisions usually have less supply per width due to supply companies consuming so much, so the extra 7.5% is even more than what it should be. A better example can be comparing a 9/2 with a 12/0, where the 9/2 uses 23.46% more supply.
    3: Defense and Entrenchment. Line Artillery gives little to no defense, and does not help the entrenchment bonus that engineer company gives on infantry. Since infantry should for the most part hold the line, this is another disadvantage of line artillery
    4: Terrain Bonuses. Line artillery has -20% attack in forests (-25% in jungle) and over river, as well as having -40% attack in amphibious. Although you wont instantly get these effects by putting artillery into your divisions, it will still have a small impact. Support artillery does not give any terrain buffs or debuffs.

    • @skyhistory6602
      @skyhistory6602 Месяц назад +6

      Only advantage from using Line Artillery that I see is it use less manpower per combat width than Infantry. Infantry use 500/cw but artillerty use 167/cw, so if you are low manpower country you gonna have more cw to fill front line

    • @0witw047
      @0witw047 Месяц назад +3

      Small addition/correction, Line artillery is benefited by entrenchment, as entrenchment multiplies both the defense and attack stats of a division, so long as it is defending. Defensive Infantry with greater attack isn't a bad thing as that means they deal greater damager to attackers and can thus hold the line more efficiently.
      Otherwise I agree.

    • @Данил-т3б1и
      @Данил-т3б1и Месяц назад +1

      I guess 9/1 has less IC losses because more soft attack means the battle ends faster.
      Also with this formula adding support artillery means more losses too, isn’t it?
      Thanks for video, sorry for my English

    • @sumzer_0
      @sumzer_0  Месяц назад +2

      @@0witw047 I think you misunderstood. I agree that entrenchment does have the same effect on artillery as it has on everything else. Engineer company gives entrenchment to each additional infantry battalion in the division. What i meant is that artillery does not benefit from this same effect. If it were replaced by infantry you would have higher entrenchment.

    • @sumzer_0
      @sumzer_0  Месяц назад +2

      @@Данил-т3б1и Yes, thats why organization is in the formula. Yes, support artillery increases losses. In all of my examples i include support companies so it is the most realistic.

  • @d-man9921
    @d-man9921 Месяц назад +281

    This is what I tried telling my friends.
    Artillery shouldn't just increase soft attack but defense and breakthrough as well in my opinion.
    Besides that, artillery is an indirect fire weapon, it's not supposed to have any combat width.
    All in all, arty in Hoi4 is not just inefficient but unrealistic too.

    • @sumzer_0
      @sumzer_0  Месяц назад +72

      Yes, totally agree. However line artillery should have some combat width. Zero would be too strong. Many mods use 1 cw, which i believe make a lot more sense

    • @esequieltrindade9244
      @esequieltrindade9244 Месяц назад +32

      ​@@sumzer_0 i think this happens because the game does not give proper separation between the calibers, so a heavy arty who would be used in siege would have more combat with than a light arty used for defensive units.

    • @Vetiyx
      @Vetiyx Месяц назад +4

      It's inefficient in some aspects but not unrealistic. It's very OP, and making it more OP would break the game.

    • @czarkusa2018
      @czarkusa2018 Месяц назад +3

      Only the rail artillery actually acts like artillery in this game.

    • @MaFo82
      @MaFo82 26 дней назад

      Artillery does increase breakthrough and defense when upgraded with MIO:s.

  • @aksmex2576
    @aksmex2576 Месяц назад +118

    Is hoi3 line artillery takes 0 width, you know, because artillery goes in the rear line irl.

    • @d-man9921
      @d-man9921 21 день назад +25

      @@aksmex2576 I am convinced Hoi4 thinks artillery charges with the infantry/tanks when a battle starts.

    • @Benjamin-od8od
      @Benjamin-od8od 7 дней назад

      @@d-man9921 xD i pictured this and made me laugh a bit ty

    • @d-man9921
      @d-man9921 7 дней назад

      @@Benjamin-od8od Add bayonets fixed on the artillery cannons' barrels. That's why it has low piercing.

  • @jokebakeyy
    @jokebakeyy Месяц назад +188

    Dude i was watching with no lights on and that spreadsheet flashbanged the shit out of me but anyways this is a very informative vid so keep it up bud

    • @adautke9943
      @adautke9943 Месяц назад +4

      same lmao its 00.40 rn

    • @RobinMeineke
      @RobinMeineke Месяц назад +1

      @@adautke9943 which means you live somewhere in eastern europe?

    • @Fittrus
      @Fittrus Месяц назад +3

      ​@RobinMeineke Idk if you meant it, but this comment comes off creepy

    • @WeepingBirth
      @WeepingBirth 27 дней назад +1

      Same! xD

    • @TeurastajaNexus
      @TeurastajaNexus 26 дней назад

      ​@@FittrusHahhah😂

  • @thelordofcringe
    @thelordofcringe 28 дней назад +22

    Okay but what if the mere concept of thousands of rounds of artillery shells makes me hard? Checkmate

    • @rogerr.8507
      @rogerr.8507 10 дней назад

      hello my fellow: push with5, 10 width divisions of 2inf+2art Force attack banzai enjoyer :p

  • @SkibidiLabubu
    @SkibidiLabubu Месяц назад +103

    This post was made by mass assault players

    • @urmum2083
      @urmum2083 Месяц назад

      Uhm actually superior firepower does best job at buffing support companies and attack of the army in general 🤓

    • @nausimur6035
      @nausimur6035 Месяц назад +2

      🐇🐇🐇

    • @darkosphere3252
      @darkosphere3252 29 дней назад +6

      Sup companies in sup firepower are really good. Much better than the line arty side. Super cheap

  • @th0mas_papill0n3
    @th0mas_papill0n3 Месяц назад +157

    It is joever for the artillerybros

    • @tomasdariuspaun7586
      @tomasdariuspaun7586 Месяц назад +2

      At least its not my sitdkrieg divisio with enough anti tank to have a jumpscare (nkt for the tanks tough)

    • @Sidewinder11771
      @Sidewinder11771 13 дней назад

      It always was

  • @nikolafun
    @nikolafun Месяц назад +39

    Also, dont forget about Rangers tech. It buffs line artillery attack by 15%, it still useless because it consumes support slot, but sometimes I play 15 width if I have an advisor.

    • @sumzer_0
      @sumzer_0  Месяц назад +9

      It buffs line artillery by 20% yes, but the problem with it is that you get it pretty late (doctrine and technology-wise) that artillery is pretty weak. Artillery gets comparatively weaker overtime, so assuming you dont immediately rush the ranger bonus (which you shouldnt), then there isnt any point.

    • @nikolafun
      @nikolafun Месяц назад +2

      @@sumzer_0 yes, I agree with you.

    • @PIXTONER2.0_Archive
      @PIXTONER2.0_Archive Месяц назад +2

      @@sumzer_0 Countries like Mexico, where their theater of operations is full of mountains (USA and South America), receive an important benefit from rush ranger bonus.

    • @ViktorEnns
      @ViktorEnns 16 дней назад +1

      ​@@PIXTONER2.0_Archiveit helped me in China as Guangxi win those fancy border conflicts

    • @Sidewinder11771
      @Sidewinder11771 13 дней назад

      The other choice is so much better. Defense and combat width reduction for mountaineers is so strong

  • @thepartypikachu
    @thepartypikachu Месяц назад +39

    I used to use 8/3 (infantry/artillery)
    And their damage would always fall off near the end of battles. This definitely helps me understand why pure infantry is often a bit better. Thank you!

    • @starhalv2427
      @starhalv2427 Месяц назад +1

      Of course 8/3 fell off, you got no org at that ratio

    • @rogerr.8507
      @rogerr.8507 10 дней назад

      thats the division i use! it works for me though but i use a lot of planning bonus

  • @starhalv2427
    @starhalv2427 Месяц назад +16

    On the case of technology:
    In-between equipment upgrades, which also inrease production cost, infantry receives a single 5% soft attack bonus, while artillery receives 3 separate 10% bonuses to soft attack. And these 10% bonuses are even more valuable due to starting value which is increased by 10% three times being much larger, than the starting value of infantry equipment soft attack. That means any percentage increases are much more valuable.
    Artillery is also faster to research, I don't know the exact numbers but roughly a year ahead of time the next artillery tech will cost as much as up-to-date infantry tech without any penalty

    • @sumzer_0
      @sumzer_0  Месяц назад +4

      All of these are considered in my calculations. When i say "1939 tech" or "1942 tech" i have researched everything relevant to the calculations.

    • @starhalv2427
      @starhalv2427 Месяц назад +4

      ​​​​​@@sumzer_0
      You didn't mention non-equipment technologies in the video itself, you only compared increases between three versions of infantry equipment and three versions of artillery equipment
      If you did consider non-equipment increases in calculation, you didn't show that in the video example, since you only researched the first +10% artillery increase (I'm speaking of part 2 specifically)
      But on the point of line arty usefullness, I do agree that it becomes weaker than more infantry in lategame, when you can field more than just a few tank divisions. But early game, it is increadibly strong, especially as countries like Poland or China that can't afford a large tank production. Tho I'd never choose military doctrines that boost it, support improvements are straight up better

    • @Ixertius
      @Ixertius Месяц назад

      Ok but these apply less per combat width comparatively to mountaineer or marine and don’t give more break/defence compared to gun3 upgradables

    • @sumzer_0
      @sumzer_0  Месяц назад +5

      @@starhalv2427 This is implied in the "1939 tech" or "1942 tech" part.
      I did. There is only one artillery increase before 39. The next one is 1940 tech.
      Tank production is a very small reason to why artillery becomes weaker late game. There is no reason to why china should do line artillery. You have so much manpower you can just orgwall your way to victory.

  • @PotatoMcWhiskey
    @PotatoMcWhiskey 23 дня назад +11

    Key responses -
    1. Infantry have 2/3/4/5 breakthrough. Artillery has 6/7/8. T1 Arty Early into the game is incredible for attacking because of its breakthrough/width but falls off once T3 guns come into play. Breakthrough significantly reduces damage on the offensive.
    2. Having a high soft attack division is important because of coordination. 35% of the damage the division does is concentrated. Having high soft attack per width means little, if a coordinated Line arty division can overwhelm defenders and do multiplied damage.
    Otherwise after 1939 yes line arty is trash and support artillery should be exclusively used.
    Motorized Arty changes the calculus again because of the +5, breakthrough buff, it becomes a choice of 3 motinf ((4to5))+5)*3=(27bto30b) vs 2 motart ((7to8)+5)*2)=(24bto26b) or in otherwords 27-30 breakthrough for 3 more motinf or 24-26 more breakthrough for 2 more motart.
    But these are going to be rare specialized attacking divisions that are meant to cost effectively overwhelm defenders quickly.

    • @sumzer_0
      @sumzer_0  23 дня назад +8

      1.
      Arty early game is strong yes. So for example in china war, line artillery is useful for japan.
      The basic math: with 1936 tech, infantry has 3.1 breakthrough, while line artillery has 6. Adjusted for CW thats almost a 50% increase. 1939 its 4.4 and 7.0. Adjusted for CW thats 6% more breakthrough.
      One thing you failed to consider, is how advisors and generals impact it. Lets say 1936 tech, and only infantry expert. 9/0 vs 9/1, both with engineer and support arty. 9/0 has 36.4 breakthrough. Expert gives 15% bonus, so 36.4*1.15 = 41.86, then divided by width is 2.3255. 9/1 has 42.4 breakthrough, 13.5% bonus this time, so 42.2*1.135 = 48.124, then divided by combat width is 2.2916. So breakthrough per width is actually worse with line artillery, even early game. You could argue that artillery advisor can save this, but you likely wont get it early game, it gives less defense/breakthrough than the infantry advisor, and all of this doesnt even consider the bonus from infantry leader trait on the general.
      Another problem with the breakthrough argument, is that you will be critted either way. Yes, you will take less damage on the offensive, but it isnt actually that significant. Especially when its only 6%.
      2.
      Im not sure i fully understand your point. All of your units will coordinate to the same division no matter how many divisions you have (as long as they are large enough width to target them). This means that the only thing you should worry about is the total soft attack in battle (soft attack per width) and the coordination.
      Another argument is that larger divisions will be better because you are less likely to be critted in a combat versus smaller divisions. While this is true in theory, in practice, infantry has a lot of defense, so with somewhat decent tech and advisors/generals you shouldnt be critted either way by enemy infantry, and you wil never have enough breakthrough to not be critted. Only exception here is special forces, but line artillery is worse with special forces, so it shouldnt be considered. The general argument with larger divisions is more important in multiplayer, where you actually will face units that will crit you both on defense and offense, but in multiplayer, you will for the most part use tanks for this role.
      Also you likely will have more than 35% coordination, radio gives another 4%, but it doesnt really matter for the argument.
      Motorized artillery is not worth considering. These "fast" motorized units are basically just infantry that costs more, with slightly more breakthrough. Tanks are just better for this role. You dont need to make them expensive either, especially not in singleplayer. Only thing motorized units really are useful for, is snaking through the enemy lines, but they dont need to be good for this, so you can make them 10w just fine.
      Nice to be recognized by someone as large as yourself i must say.

    • @PotatoMcWhiskey
      @PotatoMcWhiskey 17 дней назад +3

      ​​@@sumzer_0 - Co-ordinated attacks with 4 10 widths may not necessarily target the same division. Having a large division with high soft attack means that the probability of concentrating fire and overwhelming defense is higher.
      Lets pretend the targeting of co-ord is completely random and 4 10w units are fight 4 10w units. That means each unit has 4 targets, which means there a 25%*25% chance that they "concentrate" their attacks on the correct target, or in otherwords only a 6.25% chance to concentrate fire on each combat tick and overwhelm the enemies defense.
      Now imagine that you have 2 20w divisions attacking 4 10w divisions. The probability of attacking the right target is 25%*50% or 12.5% which is double the number of combat ticks where all co-ordinated strikes hit the same target.
      The actual numbers don't matter, the maths follows along that a single 40w would hit a single target 25% of the time. Halving the number of divisions in the fight reduces variance in co-ordinated strikes against a target by half which is a big deal if the co-ordinated strikes are beating defense because of the attack multiplier for beating defense.
      Hope that explains it, even if the actual variance is much smaller, having a higher concentration of soft attack from a division size point of view lowers the variance of strikes.
      Edit: I could be wrong, but I was told that co-ordinated strikes don't always hit the same target, if I am wrong then discard.

    • @ViktorEnns
      @ViktorEnns 16 дней назад

      Hoi 4 Ethiopia no line arty world conquest, when? 😂
      I've never seen you play hoi4. When do you find the time?

    • @sumzer_0
      @sumzer_0  14 дней назад +1

      @@PotatoMcWhiskey It is slightly random yes, but only on the list of targets, not the priority target.
      Here is taken directly from the wiki:
      "The attacks are split into an uncoordinated and coordinated part. Uncoordinated attacks are spread between all targets in the engagement width according to their respective width. One selected priority target additionally receives all of the coordinated attacks, increasing the chance to overcome its defenses.
      [...]
      The priority target is chosen by:
      - considering how hardness affects the number of effective attacks the attacker would have against the target, with a slight bias for hard attacks
      - avoiding armored targets: if armor exceeds the attacker's piercing, the rating is halved
      - favoring low organizaton: based on the formula 100 % − org ratio / 4
      "
      This part is not random. Assuming a division have all enemy units in their engagement width, they will focus the same unit due to the weighing. If the division does not have all enemy units in their engagement width, they might not pick the same unit, but its still far from random, and actually a very high likelyhood of still picking the same unit.

  • @marceloconde2968
    @marceloconde2968 Месяц назад +21

    I tried to play again just with support artillery plus and rocket support artillery instead putting the normal 9x2 template i it was indeed much better

  • @maciekGTR
    @maciekGTR Месяц назад +13

    This is strange considering how important artillery was in WW2, the amount of big guns per 1 km was really scary for some armies.
    At this point one begins to wonder where the the money goes in Paradox. Barely any interesting new content that's much better than free mods, armor and air is just a mess, sh!tty traits system, no rebalances for atleast some historical accuracy, AI is beyond braindead, navy is just crap unfixable spaghetti code, i could go on..

    • @Torantes
      @Torantes Месяц назад +2

      Go on...

    • @12gark
      @12gark Месяц назад +1

      Can we talk about the AI taking focuses and so changing side or joining factions randomly? Or the fact that we still have after half a decade division that can attack you going through neutral countries?

    • @goosebeater9383
      @goosebeater9383 27 дней назад +1

      a country that i neighbored declared war on me with 0 divisions

  • @richardvlasek2445
    @richardvlasek2445 Месяц назад +39

    infantry + artillery divisions are popular in singleplayer because they're easy to make by any country, easy to keep supplied and have reasonable allrounder combat stats for rather cheap which allows you to produce fighters and support planes (cas or tac bombers, it doesn't really matter) aka things that in singleplayer actively win wars¨
    they're not "overrated" at all, using specific multiplayer divisions as an example as to why 9/1 is "bad" is a joke because realistically in singleplayer there's 0 usecase for 16 width pure infantry with logi+antitank or gigantic marine infantry divisions with airdrop LTs and med flamers
    like yeah in multiplayer they're kind of bad because they don't actually do much when compared to specialized pure defense infantry or pure attack spec forces/tank+mech divisions but multiplayer meta is completely different to singleplayer meta where you as a player have to often carry entire factions of braindead AI in which situation you can't actually divide responsibilities and have countries set up their industry to favour a specific branch or strategy like you can in multiplayer
    edit: also comparing arty to tanks is comical, tanks cost army xp to even set up, require a ludicrous amount of even more army xp to get a template that's not terrible, require a ton more research, eat fuel like crazy and take ages to get their production lines running up to a scale where you're not essentially just devoting mils to an IC black hole and are actually getting enough daily tanks to start producing worthwhile divisions
    like i don't think you understand that line artillery isn't some sort of an end-all be-all solution to problems but a cheap stopgap that allows you to outfit your infantry divisions with an ability to actually deal some amount of meaningful damage in the early to midgame

    • @sumzer_0
      @sumzer_0  Месяц назад +6

      This first point is the exact reason to why you shouldnt do line artillery. They are harder to keep supplied, and cost a lot of IC that couldve been spent on exactly planes.
      I dont see your point. My point with the 16w isnt to show what you should do, but argue why line artillery would be a bad idea.
      I think you overestimate the difference between singleplayer and multiplayer meta. The only real difference is the amount of soft vs hard attack needed.
      Again, total exaggeration. It requires barely more army xp. Since its only one battalion per division you should not have major issues with producing them.
      Artillery is pretty good in the early to mid-game yes, but the problem is after that. There isnt really any point to having line artillery after 1940, because everything else is so much better.

    • @Warcrimy
      @Warcrimy 27 дней назад

      ​@@sumzer_0 I mean i never really see people rely much on arty after 1940 so by your own logic if it's pretty good during early and midgame then it is in fact pretty good overall. Simply because as almost any nation in any mod to actually play the game in late game single player you need good tanks and and/or an obscine amount of cas. And at that point there is no viable difference in how your average grunt division is composed

    • @RadioStaring
      @RadioStaring 27 дней назад +2

      Eh I mean you can win single player with any random template, it's not like line artillery makes it breaks single player experience, the AI doesn't defend against encirclements.

    • @sumzer_0
      @sumzer_0  14 дней назад +1

      @@Warcrimy Line artillery isnt good midgame, and is only viable early game. This is basically 36-38. Most wars dont happen in this timespan.
      No, its not good overall. If there is no difference in how the average infantry is, then you definitely dont need to waste any IC on artillery. Its much better spent in the things you mention like planes and tanks.

  • @IxGxNxI
    @IxGxNxI 25 дней назад +3

    I bet all those meta players have green air with lots of cas that is responsible for doing all the damage. If you can't get green air, you NEED a way to do damage. Pure inf standing there and taking hits is good for SU or China which can afford manpower losses of prolonged fights. Smaller countries simply cannot afford to use org walls to defend themselves or build tons of air/cas for attack. Line art is needed to end fights faster, so they take less damage from attacks and enemy cas. It's simply a cheap source of soft attack and damage compared to everything else.
    Finally, inf2 and inf3 are bad. Expensive in IC and resources, come too late for 1939 wars, and you need so many of them it's not even funny. They are good for countries that come late into the war and can rush the tech before starting to build them.

    • @georgfriedrichkaiser
      @georgfriedrichkaiser 24 дня назад +1

      For MP, not really. Assuming minor(cuz you NEED to win the air fight as a major), your job is not to make arty. But instead, you spam tanks and let majors fill front. If majors don't, fill front with extensively defensive divisions. Which, obviously makes arty less reliable.
      For SP, no also. You can just sit behind a river line or build some forts in red air and still grind kills. Easily 1/10 trade. After that their divisions have little strength and are cooked.
      Inf2 and Inf3 are only bad when you have no time to build up prod. eff. Just make 2 lines with former and current inf techs

  • @nausimur6035
    @nausimur6035 Месяц назад +4

    Really good video well explained
    I would like to add two things to it as someone who plays meta games
    1. HP is one of the most important stats as with higher HP you can use Commander abilities( force attack/ last stand)better and longer without losing the division
    Without those abilities you would never land a dday in a meta game as you would just deorganise to fast
    2. We once made a separate mod were arty was 2 combat witdh instead of 3 still no one used it as it is still to bad to compete with gun 2 and 3 line inf
    The only one really using arty in an meta game is japan vs china (ai)

  • @vovanbalashov
    @vovanbalashov 28 дней назад +2

    Finally I found someone who talks about the formulas that I derived independently. I wrote about them under many videos, but RUclipsrs did not react at all, and here I don’t even need to write, you showed them! It’s nice to know that my calculations are correct. It’s also nice to see how generals are taken into account here, since I did not take them into account

  • @tertiusscipio6414
    @tertiusscipio6414 Месяц назад +5

    I put your proposal to the test with a fresh game as germany. Contrary to my usual style of having lots of artillery, I reduced to support-artillery and used the free factories to build more tanks and trucks. Everything went well! Plus, My inf chewed through less equipment and used fewer supplies.

    • @ultimatestuff7111
      @ultimatestuff7111 27 дней назад +4

      Maybe just maybe because, Germany is supposed to make tanks and not shock troops?

    • @georgfriedrichkaiser
      @georgfriedrichkaiser 25 дней назад

      @@ultimatestuff7111 As a minor like hungary or latvia, you could potentially make ~5 tanks divisions while having ~30 12w infantries. (This, is if you rush economic focuses, which is something most should do.) It helps alot, trust.

    • @super-copter27
      @super-copter27 21 день назад +1

      Yeah and your wife came back and you have job and not workless lmao

  • @Floris_VI
    @Floris_VI Месяц назад +2

    this video absolutely blew my mind and made everything click, i play hoi4 very causally, sometimes mp but never pvp and i sometimes do a lil roleplaying like going really light or heavy on tanks or planes for example but infantry templates is always something i struggled with and this made so much sense
    now im gonna watch your video on infantry
    also immediately subscribed

  • @sparx0s
    @sparx0s Месяц назад +228

    Bad video, didnt watch

    • @KKlimberton
      @KKlimberton Месяц назад +11

      🗿

    • @panpsalt6757
      @panpsalt6757 Месяц назад +11

      Yup. I love my 10/5 spam, my 12/2 spam, I love to spam line artillery at any chance I get.

    • @Torantes
      @Torantes Месяц назад +5

      Good video, watched

    • @darkosphere3252
      @darkosphere3252 29 дней назад +2

      Just mod arty to make sense it’s bad in vanilla

    • @jastnosj6390
      @jastnosj6390 28 дней назад +2

      🗿

  • @klobiforpresident2254
    @klobiforpresident2254 8 дней назад +3

    6:16 - "per se" means in itself / of itself. You seem to use it to mean for example.

  • @wendydelisse9778
    @wendydelisse9778 Месяц назад +5

    Any battalion type can be either overused or underused.
    I remember some years ago in Hearts of Iron 4 when one of the game start division templates that the United Kingdom used to have was 4 infantry battalions plus 4 artillery battalions, for a total of 20 Combat Width. The United Kingdom doesn't have that as one of its game start division designs anymore. 4 artillery battalions is normally too much in a division design anyway, but it made one think about just what situations a towed artillery battalion could be advantageous for.
    A towed artillery battalion does has some advantages that can be occasionally considered.
    1. Good Soft Attack per 100 Manpower.
    2. Zero fuel usage.
    3. Excellent Soft Attack per Supply Usage.
    4. A way to add 3 Combat Width when terrain or else enemy Combat Width makes having 3 more Combat Width advantageous.
    5. A fair amount of Soft Attack per Combat Width.
    6. Good Defense per 100 Manpower.
    Since so many battalion types have a Combat Width of 2, meaning that an intermediate division design for Switzerland could easily be 22 Combat Width, I could definitely understand a Switzerland player adding towed artillery to bring Combat Width of such an intermediate division design from 22 to 25 - just the right Combat Width to defend some mountain tile.
    Also, there can be situations where both a towed anti-air battalion and a towed anti-tank battalion are needed. A towed artillery battalion can help balance out the resulting addition of Air Attack and Hard Attack with some Soft Attack that is supply-frugal and manpower-frugal and fuel-frugal.
    Short version: There are some situations when having a towed artillery battalion is useful. Sometimes, such a situation is temporary while waiting for a clearly better tech to be produced, but sometimes a towed artillery battalion is a good enough choice that it should be left in place.

    • @sumzer_0
      @sumzer_0  Месяц назад +1

      Soft attack per manpower and soft attack per supply use really useless metrics. If you replaced soft attack with maximum damage it would become better.
      A lot of people overestimate the impact of combat width. In mountains, you dont actually need 25w, as 26w works perfectly fine.
      There is no need "balancing out" hard attack or air attack. That isnt how the game works. Because of the org hit you probably need more infantry, not less.

    • @topazand5479
      @topazand5479 29 дней назад

      that was just before when people understand how hp works

    • @wendydelisse9778
      @wendydelisse9778 29 дней назад

      Yeah, even when defending in mountains, or when defending against a river crossing, or when defending against a sea invasion, or even when you have a division that has high Hardness and Armor stats, you need at least 125 HP. The 100 HP in that former United Kingdom game start artillery division template simply wasn't enough even in fairly commonplace good defensive terrain situations to avoid combat losses to division experience.
      Unless you are in an unusual niche situation like defending a river crossing in a level 10 mountain fort, 100 HP simply isn't enough when fighting a 1st class army.
      Even 125 HP is risky for being too low of a division HP to retain experience, but some low population countries don't have a choice to go higher in HP, and also even higher population countries get in situations of trying to avoid the production hit from going to a 10% or 20% conscription law.

  • @JacksonNoWay
    @JacksonNoWay Месяц назад +12

    I’m not gonna lie I haven’t checked the meta in years and now I feel like a kid who got lost in the supermarket and started living in the ceiling

    • @ViktorEnns
      @ViktorEnns 16 дней назад

      Canned soup and beef jerky ftw

  • @z0pex
    @z0pex 29 дней назад +1

    Very good vid, man!
    Don't stop with the hoi4 content. I can see you and your channel growing a lot because of the quality and direct flow of information. Keep it up bro

  • @samcody7064
    @samcody7064 Месяц назад +2

    Good video bro. These days while playing minors like Denmark in single player, I would put 2-3 soft attack tanks in infantry template to create a pushing template. So many great things about this:
    1. cheap to design template, lower width than using artillery
    2. Able to sacrifice speed whenever possible while designing tanks to maximize attack and armor
    3. Less IC than motorized template
    4. Less exp loss
    Germany's regular inf wasn't even piercing me. Only problem is no hard attack, but in base game Germany makes like 5 tanks total so it's not a problem.

  • @exhausting_thoughts
    @exhausting_thoughts Месяц назад +10

    So line art contrubution is negligible by most if not all scenarios? Fun because from what i've learned from your vids, i found interesting success on adding just one line art for offensive units in early game, i surely dropped line art from templates after 1938-39, but the premise stands. All of that in singleplayer ofc.
    Before answering, please consider that i only have barely over 150 hours played mostly in regular diff, be gentle :D
    You've been cooking great stuff in this channel!

    • @sumzer_0
      @sumzer_0  Месяц назад +10

      Yes, you are correct. 9/1 is viable in some situations, but generally, there isnt much point in doing any line artillery at all.
      I believe you have an amazing understanding of the game for someone who only has 150 hours, so good job!

    • @exhausting_thoughts
      @exhausting_thoughts Месяц назад +1

      @@sumzer_0 To be fair, I was somewhat forced to absorb so much information to reach a basic level compared to a friend who wanted me to play with him in coop, and i surely expect some versus games. He has over 3k hours played, and I feel like I've almost trained myself to play Hearts of Iron, but at least it's working to a minimun hahaha.
      Cheers, and keep up the good work!

  • @nomi4103
    @nomi4103 18 дней назад +1

    Please make more, i can't wait to abuse my friends with the knowledge i acquired, tier list was also superb.

  • @mr.sinner33
    @mr.sinner33 19 дней назад +2

    Billions must NOT use field artillary

  • @punkrockfiend2690
    @punkrockfiend2690 Месяц назад +3

    Video was extremely helpful. I have over 400 hours and didn't know alot of this. Definitely going to use less line art and more mechanical vehicles. Loved it

  • @kerkonig5102
    @kerkonig5102 Месяц назад +3

    the real, fast, awnsere is that hoi 4 (beeing a ww2 game and all) is focus aroun d mechanised infantry, Combined arms divisions and air. While in reality artillers was still very much effective and important, a surprisingly high amount of tank kills are due to artillery destroying tanks which the infantry demobilised, the main focus is basicly on german,soviet and usa army developments. Which where primarily focused on mechanising there forces, as well as tanks and armor variants.
    That beeing saied if you ever find the time to I would relay like to see a similar analysis like this one but with spg's and Tank destroyers. basicly if a 9/1 mecha/spg or a 9/3 mecha/spg have the same problems a 9/1 Inf/arty and a 9/3 inf/arty have.

  • @LarshHill
    @LarshHill Месяц назад +3

    oh fuck yes its xcel spreadsheet time

  • @guncolony
    @guncolony Месяц назад +9

    Ok there are a lot of issues with your analysis:
    - Line artillery gets a 30% attack bonus from techs by 1941, while inf only gets 10% and armor gets zero.
    - Line artillery can have its SA boosted further by recon/rangers by 10%, armor cannot
    - Line artillery has no penalties in harsh terrain, which is especially relevant with rivers
    - Line artillery requires zero fuel
    - Line artillery effectively requires no research, as you need to research artillery for tank guns and support artillery anyway
    - Higher total damage per width is not the only thing that matters. The benefit of line artillery is they dish out their damage quickly, which means that you can punch through enemy lines before they reinforce, decreasing the total number of enemy divisions you have to fight
    - Line artillery is still 3 times cheaper than your "cheap infantry tank" per battalion. Keep in mind that you only need 36 artillery per battalion versus 50 medium tanks.
    - Line artillery on defense will crit enemy attacking units due to twice the damage per width versus infantry. Damage over enemy breakthrough is worth 4x as much as other damage so your divisions will be devastating to the enemy.
    - Due to how organization is calculated, 2 line artillery battalions does not hurt your organization as much as 3 tank battalions, so artillery is comparatively friendlier to allowing your infantry units to remain combat effective even if you add a lot of them.
    In my mind 6 inf + 2 line artillery + 1 support artillery, with rangers, flame tank and engineer support is the optimal division for absolutely dominating enemy lines on the cheap. They push through everything including mountains and rivers.

    • @sumzer_0
      @sumzer_0  Месяц назад +7

      Ok, lets do this point by point.
      - All of these bonuses are considered in my calculations. So it doesnt really matter.
      - All of my templates have recon. Armor is still significantly better lmao
      - This is just wrong. Line artillery has debuffs in forests and jungles, as well as rivers.
      - Ok?
      - This is the opposite of what you said previously with the bonuses to artillery. Tank research is slightly more yes, but still worth it.
      - As said in the video, there are problems with this as well. You yourself will lose battles as well. Total damage per width is the best way to calculate stats. Of course there are other metrics that help, but none that can fully replace it.
      - My example i compare 1 medium tank battalion versus 3 artillery battalions. And i argue why its still better.
      - On defense you will crit either way. Dont see your point.
      - again, i never argued for 3 tank battalions. Dont know where you got this from.
      - 6/2 is an insane ratio, and will cost you a lot of losses. I have tested this before (and won against other people), but its still really bad.

  • @forkstaf1918
    @forkstaf1918 10 дней назад

    the infantry claim sems really dubious cus infantry equipment is usually stolen from annexation not self made.

  • @CesarAugustoRocabadoVillegas
    @CesarAugustoRocabadoVillegas Месяц назад +9

    Alright but which is more easier to produce and spam?

    • @joeldiaz7067
      @joeldiaz7067 Месяц назад

      Infantry equipment, tungsten is harder to obtain than iron only.

    • @CesarAugustoRocabadoVillegas
      @CesarAugustoRocabadoVillegas Месяц назад

      @@joeldiaz7067 in those templates there are a Lot of tanks, support equipment, antitank. AA

    • @CesarAugustoRocabadoVillegas
      @CesarAugustoRocabadoVillegas Месяц назад +1

      ​@@joeldiaz7067i had seen on the templates tanks, support equipment, antitank equipment, AA

    • @joeldiaz7067
      @joeldiaz7067 Месяц назад

      @@CesarAugustoRocabadoVillegas You asked for spam. Use tanks only if you have some oil available. The support equipment and AA you only need a small amount.

    • @CesarAugustoRocabadoVillegas
      @CesarAugustoRocabadoVillegas Месяц назад +1

      @@joeldiaz7067 yeah it is more easier just to produce infantry equipment and arty, go superior firepower and choose the linea artillery path and the suply consumption too. Better than going for space marines, support equipment, researching and producing AA and AT. Is even more spammable if You take into account the designers.

  • @herecomes3608
    @herecomes3608 15 дней назад +1

    "this meta template doesn't have artillery because artillery is overrated" *shows a tank template* no fucking shit there's no line artillery in a tank division

  • @Mistou90
    @Mistou90 27 дней назад +1

    You never factored in manpower cost. What about scenarios with low manpower? Arty costs half as an infantry battalion.

    • @sumzer_0
      @sumzer_0  26 дней назад

      Thats a fair point yes, but its actually not as impactful as the cost of artillery. I'll copy my response from another comment:
      "Manpower issues are much easier to get around than IC issues are. IC is, and will always be the most important thing in hoi4 to optimize. If you really do struggle with manpower that much, tanks are much better. Even something as space marines could work if you think you are limited. There are no countries that are incapable of doing the necessary research required for a decent tank division."

    • @Mistou90
      @Mistou90 26 дней назад

      Thanks for the reply. Good stuff!

  • @asdbg
    @asdbg Месяц назад +2

    Why when making a division template, people start a second column of battalions before filling the first one?

    • @sumzer_0
      @sumzer_0  Месяц назад +11

      Because it looks better. Its only cosmetic, and doesnt change anything.

  • @izonwreda2633
    @izonwreda2633 Месяц назад +4

    have you tried swapping places of artillery and infantry
    like
    9x artillery with 2x Line infantry

    • @sumzer_0
      @sumzer_0  Месяц назад +3

      Haha no. It would be fun to try. I have also thought about artillery only, like other YTers have done.

    • @ViktorEnns
      @ViktorEnns 16 дней назад

      ​@@sumzer_0the horror

  • @belzibubtom9546
    @belzibubtom9546 21 день назад +1

    Very tragic video, artillery should be absolutely necessary in practically every case. It needs a massive buff.

  • @michaelwittmann6328
    @michaelwittmann6328 Месяц назад +5

    Hi, I already saw a video of another guy telling this very same stuff and I stopped using line artillery. However in harder scenarios than basic vanilla, I keep getting stuck because it looks that my divisions are too weak for attacking, and not every nation has the industry to spam tanks or airforce in sufficient quantities. Instead I see a lot of those famous youtubers that play disaster saves in which they just delete all the production queue but infantry equipment, artillery and AA and smash the AI with 9/3s or mountaineers 9/3. What do you think about this issue?

    • @sumzer_0
      @sumzer_0  Месяц назад +10

      I think what you need is to learn some new division designs. Later in this video i show some examples, but ill quickly list them here:
      - 6/0 infantry division with support rocket- and normal artillery (remember to use SFP)
      - Space marine, 9 infantry and 1 medium tank.
      - Try your best at getting tanks. Just 2-4 can do amazing work for you.
      - Special Forces can also help you a lot. Remember to get all of the bonuses for them as well.
      These YTers dont know as much as you think. I dont want to be cocky, but i know that youtubers like feedback and bittersteel get a lot more credit than they deserve. Yes, they understand singleplayer a lot, but they dont actually optimize the gameplay as much as youd think. If you talk to some proper sweaty meta players, they will laugh at you if you say that these YTers are good at hoi4.
      Never use line artillery with special forces. Its just not worth it. Just stack your bonuses and you will be fine.

    • @kingnevermore25
      @kingnevermore25 22 дня назад

      @@sumzer_0Can i use mechanized with marines then?

    • @sumzer_0
      @sumzer_0  22 дня назад

      @@kingnevermore25 You can, but generally shouldnt. Really only needed in sweaty multiplayer games. 12w marines will work more than fine in SP.

    • @kingnevermore25
      @kingnevermore25 22 дня назад

      @@sumzer_0 But i want to have marines who are able to push and have a breakthrough (dont want space marines tho with tanks so i thought mechanized)

  • @Skittles14
    @Skittles14 2 дня назад

    I see you analyze combat efficiency per IP, but what about combat efficiency per manpower? If building a large amount of artillery allows you to field a larger army without increasing conscription, would those numbers ever make sense?

  • @Glamerth
    @Glamerth Месяц назад +4

    Great video!
    Your last 3 videos have convinced me entirely to start using support Artillery and AA instead of line for the most part.
    For multi-player, what main line infantry template do you recommend for France to maximize casualties inflicted on the German player?
    I'm thinking 10 infantry, support AA, support Artillery, engineers, and field hospitals, with heavy focus for production on fighters and CAS to actually deal the damage on attacking spearheads, but I feel like a total noob in multi-player for France.

    • @sumzer_0
      @sumzer_0  Месяц назад +3

      Good to hear.
      In multiplayer, you usually do probably mass assault infantry. 10 infantry, support aa, support arty, engineers, and I think support anti tank would be more important. Otherwise pretty close.
      You dont have enough factories to produce enough air. If you do, you are probably building too much on mainland france (you should only build up the colonies you get as free france). Again, if its not a tryhard multiplayer lobby you can probably get away with air.

    • @Glamerth
      @Glamerth Месяц назад +2

      @@sumzer_0 thanks for the reply! What would be considered a good performance for France? Is it feasible for a skilled France with decent British help to stall Barb to early 1942, or is that just way too optimistic?

    • @sumzer_0
      @sumzer_0  Месяц назад +2

      @@Glamerth If its an equally good france and germany, then being able to stall until early-mid 1940 is really good. Further than that, the game would just be over.

  • @joschuaw27
    @joschuaw27 23 дня назад

    I have 800 hours on this game and always put artillery in my battalions... crazy to see this now. Its also like every guide suggests to take some artillery and lots of big content creates like bitt3rsteel for example. I cant believe it actually being somewhat worse than just not having it thanks for the education.

  • @sharkymb8552
    @sharkymb8552 Месяц назад +2

    i keep hearing the same thing from good players but so far adding a lot of artiliery is the best way for me to attack enemies in shit infra/terrain/supply, like south american jungle or africa.
    adding tanks to inf wouldnt be better there would it??
    also what is best div for attack in ^^ said regions

    • @sumzer_0
      @sumzer_0  Месяц назад

      There are a lot of alternatives. Remember that artillery also uses a lot of supply. Tanks are actually still viable, but you would probably need flame tank, and maybe even rangers as well.
      Special forces is probably a good idea. There are a lot of rivers as well as jungles in south america. In the marine doctrine you can get a really good bonus to jungles to your pioneers, which can help.

  • @yeet877
    @yeet877 24 дня назад +1

    A 9/0 will never hold against a 9/3 on a plains tile tho

    • @sumzer_0
      @sumzer_0  24 дня назад

      1 on1 no. But that isnt the point. 2 9/0s will probably hold against 1 9/3. Of course there are lot of different variables that can change, but i discuss most of them in the video. Again, its not only comparing pure infantry to infantry + artillery, its also considering the opportunity cost of line artillery.

    • @yeet877
      @yeet877 24 дня назад

      @@sumzer_0 So you say lots of cheap divisions for holding instead of less, expensive ones or I dont get it really what is the point

    • @sumzer_0
      @sumzer_0  22 дня назад

      @@yeet877 Its still cheaper, even if you do need extra units. The point of the video is to disprove the claim that line artillery is needed to make high quality infantry.

  • @Reed20Pick6TD
    @Reed20Pick6TD 23 дня назад +1

    you should talk to bittersteel

  • @obamagaming6410
    @obamagaming6410 Месяц назад

    That's certainly what it's felt like for me since the last major update at least. Didn't do any math, but just building infantry with line artillery isn't enough to just battleplan-steamroll the AI anymore, artillery definitely got a big nerf. building high-org-low-atk holding divisions AND dedicated ultra-high-atk units seems to be a must now.

  • @Martiszz
    @Martiszz 11 дней назад +1

    Hey, great video. Was wondering if the tank template you showeded at the bottom right of your intro segment was made in vannila? what doctrine was it made with and how could I recreate the tank? 740 hard with 450 soft and 900 break doesnt seem possible to me in vannila with medium TDS. Can get similiar hard atack going with fixed structure and putting heavy guns on it but then how do you get such high breakthrough? also I noticed that the cost of the template is pretty cheap.

    • @sumzer_0
      @sumzer_0  10 дней назад +1

      Its vanilla yes. It uses GBP (i believe), so it would have similar base stats as without doctrine. Its definitely possible.
      You shouldnt use fixed structure. You only need HV2. The reason its so cheap is easy maintenance and MIO.

    • @Martiszz
      @Martiszz 10 дней назад

      @@sumzer_0 Thanks for the quick reply, now I was able to recreate the stats in template so thank you.Moreover I've heard going for SP doctrine for tanks could be better, or is GBP the better choice? What about soviet doctrine or is this tank not viable for the soviet side?

  • @guyincognito3199
    @guyincognito3199 Месяц назад +3

    Regarding marines w art, the main issue is usually special forces cap so makes sense to me to fill out regiments with art which is alrdy in production at game start. Tho I agree re tanks once they're available.
    Any thoughts on mountaineers with rangers and art tho? Art easily allow the 25w and rangers give line art bonuses. When combined with medium flame seem to do great work thru the Alps in my SP experience.

    • @sumzer_0
      @sumzer_0  Месяц назад +2

      That is a very real issue. The problem is that adding line artillery just makes it worse. For marines its even worse, since artillery literally gives a debuff to amphibious attacks.
      Getting exactly 25w isnt as important as you might think. The meta is actually 26 and all the way up towards 32w. The bonus rangers give to line artillery is nice, but you would get it pretty late in the game (both doctrine and technology-wise) that artillery is relatively worse than almost everything else. I'd believe you would be surprised by how good it will do if you started putting the artillery research on rushing better guns, and using pure-mountaineer divisions.

    • @3dcomrade
      @3dcomrade Месяц назад +2

      ​@@sumzer_0imo, rangers works far better with tanks as it reduces terrain penalties. Heck, put it with a flame tank and you can have a tank division with +5% attack on mountains

    • @guyincognito3199
      @guyincognito3199 Месяц назад

      @@sumzer_0 I really don't understand why the meta is 26 up to 32, look forward to seeing why in future vids!

    • @sumzer_0
      @sumzer_0  29 дней назад

      @@guyincognito3199 Mountains have 50w + 25w, which means that 26w basically fit perfectly. In multiplayer, you rely a bit more on HP for force attacking, so the extra HP you get from increasing it will help in certain circumstances. You will also take some more combat width penalties from this, but not as much as the increase in HP. If you go over 33w it no longer "fits" into the terrain, meaning you can only get 1 division in each battle (instead of 2). Its a bunch of theory, and not needed for singleplayer.

    • @DidamDFP
      @DidamDFP 28 дней назад

      @@3dcomrade Rangers cap your tank division's speed at 6.4 kilometers per hour though iirc, so that's a big disadvantage in my opinion. Unless you're using slow, heavy tank behemoths obviously

  • @Spielkind104
    @Spielkind104 Месяц назад

    You destroyed all my believes, i was honestly shocked after your best infantry video and couldn’t think about anything else for a day.

  • @Bluesonofman
    @Bluesonofman 7 дней назад

    I do it to free up a slot in my support equipment. It's like why waste a slot when I could just put anti tank there?

    • @sumzer_0
      @sumzer_0  7 дней назад

      Support artillery is significantly better than line artillery. Your infantry should be pretty cheap, so there is no point in having a ton of support companies either way.

    • @Bluesonofman
      @Bluesonofman 7 дней назад

      @@sumzer_0 I like having AT, AA, Field Hospitals, Engineer Companies and what ever else I can squeeze in. Having Line artillery allows me to make a good 21width. Last game I went with 28 but that was because I was playing Red world and All that matters is Health, Org, and how much damage you do in that mod.

  • @nebojsag.5871
    @nebojsag.5871 20 дней назад

    Early artillery has a niche though. It's good for Japan when attacking China, but only 9/1s. They're reasonably cheap, and combo well with cavalry recon and ground support CAS. Basically, they're cost-effective early on for somebody who isn't rich but needs to go to war early.

  • @Yowise-q8k
    @Yowise-q8k Месяц назад +11

    How many loses are you going to have by attacking using those units?
    More units needed to make an assault equals with more bigger loses.
    Just ,because it has more dmg per width doesn't mean it is more effective due to loses in the combat.
    Same as i could use 1 INF divisions which may have idk. Far more dmg per width but loses i gonna get by using them in offensive wouldn't make it useful at all.

    • @sumzer_0
      @sumzer_0  Месяц назад +4

      Im not sure i understand. If you are talking about the 6/0, then i sort of get your point. However, a 9/3 also takes a large amount of losses, especially when compared to similar combat width, pure inf units. More dmg per width is the best metric to measure combat performance. You rarely lose enough in a battle to significanlty hurt your stats to such a degree. 1 inf divisions will never work, not only due to losses, but the cost and insance stacking penalty.

    • @rellikskuppin7417
      @rellikskuppin7417 Месяц назад +1

      Also, Artillery is just a pain to re-supply compared to anything besides tanks.
      You can be FAR in the negative on arti quickly.

    • @toasteroven6761
      @toasteroven6761 Месяц назад

      ​@@sumzer_0 So if you had to pick between pushing with pure 20 width inf with support arty + rocket + SF doctrine and a 9/3, you'd always pick the former?

    • @shadowd9810
      @shadowd9810 Месяц назад +1

      arty divs have very bad HP meanwhile pure inf doesn't so they just lose more, especially when u last stand or force attack
      that's also why 2 widths don't work - they just get strength deleted
      arty divs wont get strength deleted that easily but since u want to use them as an org wall they will lose strength rapidly when critted by tanks + will get insta deleted when u last stand
      also 99% of the time u are defending against tanks pushing so whats the point in having soft attack

    • @Yowise-q8k
      @Yowise-q8k Месяц назад

      @@sumzer_0 Sure. You can give more units on the frontline which all of them gonna give +10 more damage however in battle having more units equals to get more casualtes.
      Wouldn't it be better to have less units with higher punch instead of wave units that does get more casultes in battle?
      If i had to have 3 units with 200 dmg or 20 units with 220 dmg in total i would prefer to have 3 units which is easier to cover it's losses rather than 20 units that are being easily damaged and killed if you use too small amount of them.
      It's cool you do consider clean theory with paper and such.. by using math and go on however loses in battle does determine long term consequences of war. ( multiple battles )
      It's cool to have a huge army that goes like reapers and reach the Moscow but what after you lose the steam due to loses in attacking?
      You gonna fall back to Berlin and screaming like a girl for a help lol.

  • @jansatamme6521
    @jansatamme6521 8 дней назад

    what about motorized rocket arty? also wtf happened to vanilla templates pdx did not cook with this one

  • @discoScrew
    @discoScrew 4 дня назад

    What other mods would those be for the rebalancing. Vanilla is making me tie a noose for myself.

    • @sumzer_0
      @sumzer_0  3 дня назад

      These mods are multiplayer competitive mods, so they arent that fun in singleplayer.
      Some mods that have balanced artillery (IMO): LW, TFB, (Horst, Oak) and more.

  • @mawudo6588
    @mawudo6588 28 дней назад

    In all my games I put so much industry in artillery, because I played alot with 9/3 or 14/4 Divisions, moutaineers and marines also with artillery. If I need much less artilerry it will change everything.

  • @randomguy-tg7ok
    @randomguy-tg7ok Месяц назад +1

    3:30 - How does maximum damage per width go down while soft attack per width goes up?

    • @sumzer_0
      @sumzer_0  Месяц назад +6

      Maximum damage is organization * soft attack. Adding more line artillery will in most cases decrease organization more than it increases soft attack (in the formula), causing the maximum to go down, even though the soft attack goes up. You can try playing around with the numbers and coming to your own conclusions if you want.

  • @xXdnerstxleXx
    @xXdnerstxleXx 2 дня назад

    I used to think so until recently when I had another Japan game. After a bad one I swapped to superior firepower and a lot of line artillery, just like how I used to dominate waking the tiger and man the gun MP matches and guess what happened? Killed China on very hard AI during 1937.
    Old meta is still strong, hpwever there is a case to be made and especially on the eastern front I think artillery on all units is suboptimal. However I do like line artillery as gap filleers behind tanks.

  • @illi1059
    @illi1059 Месяц назад

    I would say it's worth it considering the soft attack because of Rangers which give a boost to line artillery... The optimal template to me equipement to soft attack is ranger +artillery + rocket artillery

  • @benmarley3086
    @benmarley3086 Месяц назад +2

    Wait so I’m not supposed to 50 width with just heavy tanks?

    • @sumzer_0
      @sumzer_0  Месяц назад +4

      Nono, you should definetely. The secret meta is 75w Heavy SPG with super heavy tanks as support companies.

    • @benmarley3086
      @benmarley3086 Месяц назад +3

      @@sumzer_0 gotta love the 1 org

  • @gonavygonavy1193
    @gonavygonavy1193 Месяц назад +1

    What about line AT, line AA, SPA/SPAT(TD)/SPAA? I don't have or want the tank designing DLC

  • @drsudy9640
    @drsudy9640 Месяц назад

    Amazing video! Keep it up!

  • @VeryLittleGuy
    @VeryLittleGuy Месяц назад +2

    In the 6/0 division why dont you have anti air? (im just curious and would love and dont mind how in depth you go)

    • @sumzer_0
      @sumzer_0  Месяц назад +2

      This isnt for a specific reason, and is likely a mistake. I think i just wanted to keep the recon so it shares the most with the other templates. In reality i would definitely recommend using support AA if you dont have very green air.

    • @VeryLittleGuy
      @VeryLittleGuy Месяц назад

      @sumzer_0 thanks for the explanation, I'm also curious why it's 6 divisions instead of 9.

    • @sumzer_0
      @sumzer_0  Месяц назад +1

      @@VeryLittleGuy It means that the support artillery and rocket artillery has more impact. Since they dont take any combat width, they would have more impact on the overall stats when the combat width is lower.
      its just a way of stacking as much stats as possible per width.

    • @VeryLittleGuy
      @VeryLittleGuy Месяц назад

      ​@sumzer_0 okay, that makes sense. Thanks for the explanations

  • @flameguy3416
    @flameguy3416 Месяц назад

    I've come to the same conclusion, the only things I add now is towed anti-air. The combat width is preposterous and organisation loss is not worth the stats it gives.

    • @sumzer_0
      @sumzer_0  Месяц назад

      Yep, totally agree.

  • @ViktorEnns
    @ViktorEnns 16 дней назад

    Please zoom in \ enlarge when you show tables, stats and numbers in general. It's impossible to see on a small screen.

  • @nebojsag.5871
    @nebojsag.5871 Месяц назад

    Support artillery is obscenely good though. 10w infantry with support artillery, light-tank recon with tanks optimized for soft attack and breakthrough, together with air superiority and superior firepower doctrine is by far the best way to fight in bad terrain, excepting special forces which should also be 10w.
    You need to micro them, however, because they have low HP and take a lot of casualties if you battleplan.

  • @JDothan
    @JDothan Месяц назад +10

    Ok, great video but there appears to be a huge oversight in your analysis - what about if you’re not primarily limited by combat width but by manpower? Line Arty delivers TEN TIMES the Soft attack per manpower, and so many nations are primarily constrained by manpower(and lack the IC/research slots, so air or any usable tank division is basically punted until 1940). This is of course from a single player, mostly “difficult AF achievement as minor nation” perspective

    • @sumzer_0
      @sumzer_0  Месяц назад +9

      This isnt an oversight at all. Manpower issues are much easier to get around than IC issues are. IC is, and will always be the most important thing in hoi4 to optimize. If you really do struggle with manpower that much, tanks are much better. Even something as space marines could work if you think you are limited. There are no countries that are incapable of doing the necessary research required for a decent tank division.
      Also, SA per manpower is a really bad metric. Max damage per manpower, or manpower losses are probably a lot better, and more accurate.

    • @JDothan
      @JDothan Месяц назад +5

      I do both, stack line arty in a GBP SPAA space marines division with a +20% SA from Rangers etc. I find manpower issues more debilitating than equipment by far. You have so many ways of getting equipment, lend lease, international market, capitulation etc - manpower is much more difficult to come by.
      Again, this is coming from someone who just had to do achievement runs with Norway, Ethiopia, Iceland, Mexico, Switzerland etc., by the time I have excess manpower I’ve basically already won, it’s in the beginning when it’s make or break that you need to be able to push with no manpower.

    • @JDothan
      @JDothan Месяц назад +1

      To put it another way, a 10k infantry division will have like 60 base damage and won’t push shit… swap 3 inf for 3 arty and you not only can make more divisions but they’ll actually crit and allow you to push. Add an SPAA and you can battle plan through literally anything the AI will throw at you, green air be damned (although it does help)

    • @JDothan
      @JDothan Месяц назад +1

      @@sumzer_0Mexico for example has literally 2 research slots, and you need to conquer Portugal and Spain real quick to get manpower, to knock out the allies, to bully Stalin, and then conquer the USA. You’re not doing that, and the amphibious landings necessary for basically every achievement with tanks.

    • @sumzer_0
      @sumzer_0  Месяц назад +3

      @@JDothan No. Manpower is simply a smaller issue. Even with rangers that give +20% SA, its not enough. By that point in the game you have so good tech that artillery is even worse. Special forces and tanks are much more effective if you lack manpower.

  • @user-wx1iv1fw3d
    @user-wx1iv1fw3d Месяц назад +5

    很不錯的研究,但是只考慮戰鬥編制的寬度效率似乎有點偏頗?
    單就三點來說,我就我的經驗來說、單純9/0、9/1的差距:
    第一就是戰鬥寬度,以防禦來說 較小的戰鬥寬度需要更多的部隊去守,一個砲兵可以增加隊伍寬度減少必要的部隊數量,在面對更大的攻勢面前還有著更好的防守優勢,且減少損失;根據 平均戰場約是70+35(現行版本),21W的部隊只要五個防守達到最佳值
    第二是計畫加成,更高的攻擊值能夠吃到的加成便越大,尤其是單部隊推進的時候,需要更高的攻擊支持,這點在突破部隊(尤其是有特種存在)身上更明顯,不總是會塞滿的剛剛好的寬度去進攻;作為防守也是,可以吃到更高的防禦加成
    第三是生產價值與人力分配,砲兵可以更少的人力與更高的火力加入戰場,減少人力損失,這點在更需要節省人力的國家更明顯
    說實話,HOI 並沒有完全的給出正確的價值,像是一千人的部隊只有100把槍、攻擊力上升的也只有10 而非 6*100,砲兵也不是 36*40的殺傷力
    裝甲坦克,也是非等性計算的,所以還是只能看遊戲給出的設定

    • @sumzer_0
      @sumzer_0  Месяц назад

      The translation is not the best, but i will try my best in responding properly.
      I dont see why it should be a goal to fit less units in each battle. It makes it more simple yes, but if you lose out on stats there shouldnt be any point. Adding line artillery increases IC losses as i pointed out in the pinned comment.
      Planning bonus, as all attack bonuses, will increase the max damage by the same amount no matter the attack value. 10 organization * 40 soft attack and 40 organization * 10 soft attack, both increase by the same amount when soft attack is multiplied by for example 20%.
      Artillery costs more IC, which could be used other places. Manpower is generally easier to get around than IC is. If you struggle a lot with manpower, you should consider using more tanks.
      If translation messes up: IC is production cost.

    • @InternetPerson-ij3fh
      @InternetPerson-ij3fh Месяц назад +1

      @@sumzer_0 An advantage of 2 vs 3 width battalions is to form a 20 width division, two battalions are needed for the same width as three. In this case, two artillery battalions need 1000 manpower. Three infantry battalions need 3000 manpower. Artillery does more damage, for significantly less manpower. If playing a major, the IC needed for artillery is available, while manpower may be harder to come by, depending on the nation. Superior firepower gives plenty of bonuses for frontline artillery players.
      Artillery is semi-unique in that it requires IC but no fuel. Tanks, planes, warships, motorized, etc all require fuel. IC can be poured into artillery to increase combat effectiveness without considering fuel. This leaves more fuel for other uses and requires less fuel infrastructure.

    • @user-wx1iv1fw3d
      @user-wx1iv1fw3d Месяц назад

      @@sumzer_0 謝謝你的回應,讓我回答
      減少單位在戰場上有三個好處,將軍的統領上限、巨大戰線上出現單一部隊的防禦薄弱點、減少防禦時無法及時補員的狀況(即overrun)
      相同的戰線上,同樣24個部隊,9/1的部隊會有更佳守備
      計畫進攻可以這樣計算嗎? 我不太確定,但 突破敵人防線會需要更強大一點的部隊這點沒錯吧? 9/1的部隊 攻擊力比較高,而組織度也沒有低很多
      很多HOI的玩家一直推崇的便是攻擊力便是一切了
      坦克,當然,甚至一個輕坦都更好,需要進攻,我會選擇製造裝甲部隊,然後放棄步兵讓他們完全充當填線部隊,但這就有點捨近求遠了,我們討論的火炮的價值對吧?
      而且坦克的IC 更高,油料等問題也在後邊
      真要追求完美部隊,又是另外一回事了

    • @sumzer_0
      @sumzer_0  Месяц назад

      @@InternetPerson-ij3fh This doesnt make any sense, you dont want to have something that takes more width. You want less width, not more.
      No. With a major you have more than enough IC for tanks, which is what you should be doing. Superior firepower does NOT give bonuses to line artillery, i explained this in the video.
      More artillery does not always increase combat effectiveness. This is just false.

    • @sumzer_0
      @sumzer_0  Месяц назад

      @@user-wx1iv1fw3d In reality this isnt a huge issue, because you will have other units that can actually push. The advantage of small units is mostly on the defensive anyways.
      9/1s are still decent. The problem is late game, and that there are other units that cost a lot more IC, but that are a lot more efficienct as well. Just because many people like attack, doesnt mean you should get as much as possible.
      That is what most people do. They cheap out on infantry and spend most on tanks.

  • @adamgadbaw7747
    @adamgadbaw7747 Месяц назад +1

    How does this stack up with the new mountaineer line arty bonus?

    • @sumzer_0
      @sumzer_0  Месяц назад

      I will copy what i have responded to another comment:
      "It buffs line artillery by 20% yes, but the problem with it is that you get it pretty late (doctrine and technology-wise) that artillery is pretty weak. Artillery gets comparatively weaker overtime, so assuming you dont immediately rush the ranger bonus (which you shouldnt), then there isnt any point."

  • @Ixertius
    @Ixertius Месяц назад +1

    Why is my massmob battleplan too strong for singleplayer ai

    • @sumzer_0
      @sumzer_0  Месяц назад

      Weird how that works lol

  • @otten5666
    @otten5666 Месяц назад +2

    What do the 2 mechanized battalions do in the marine division in the start of the video?

    • @sumzer_0
      @sumzer_0  Месяц назад +4

      Its for extra HP that it gives, as well as some hardness. In multiplayer they rely a lot more on last stand/force attack, so the extra HP is more important.

    • @otten5666
      @otten5666 Месяц назад

      @@sumzer_0good to know, thanks.

    • @personalaccount8914
      @personalaccount8914 Месяц назад

      Probably adds a little bit of hardness and breakthrough

  • @oxedd4856
    @oxedd4856 28 дней назад

    fantastic videos, you should make a video about meta tanks, doctrines, and navy meta

  • @yunnan47
    @yunnan47 Месяц назад

    I still like using motorized support artillery for my 30 width mountaineers, because it also buffs breakthrought decently.

    • @sumzer_0
      @sumzer_0  Месяц назад +4

      Mountaineers have way more breakthrough. Motorized artillery also costs a decent chunk more. Again, with special forces, line artillery is even worse.

  • @gustafv1861
    @gustafv1861 Месяц назад

    Some countries do get special artillery bonusses esoecually when paired with rangers. You also shouldnt only use one template so artillery in divisions do have its use on some sectors.

    • @sumzer_0
      @sumzer_0  Месяц назад

      Im going to copy from another comment:
      "It buffs line artillery by 20% yes, but the problem with it is that you get it pretty late (doctrine and technology-wise) that artillery is pretty weak. Artillery gets comparatively weaker overtime, so assuming you dont immediately rush the ranger bonus (which you shouldnt), then there isnt any point."
      Line artillery is generally a bad idea. If you want to specialize, there are so many other alternatives.

  • @jimmcneal5292
    @jimmcneal5292 Месяц назад

    Nah, I'm still gonna use 6/1 because optimal width and 9/3 for elite divs because symmetrical

    • @sumzer_0
      @sumzer_0  Месяц назад +3

      "Optimal width" is almost a thing of the past. 6/1 will cost you a lot in losses, so i wouldnt recommend it. If you like things because its symmetrical, then you do you.

  • @nonbarad4979
    @nonbarad4979 Месяц назад +1

    How about manpower? If your bottleneck is manpower, isnt line artillery better?

    • @joda7129
      @joda7129 Месяц назад +1

      line artillery doesnt give as much hp as infantry. meaning you take more losses

    • @sumzer_0
      @sumzer_0  Месяц назад

      Im going to copy a bit of my response from another comment:
      "Manpower issues are much easier to get around than IC issues are. IC is, and will always be the most important thing in hoi4 to optimize. If you really do struggle with manpower that much, tanks are much better. Even something as space marines could work if you think you are limited."

  • @Tommuli_Haudankaivaja
    @Tommuli_Haudankaivaja Месяц назад +16

    Line artillery is just so inefficient.

    • @engineerenginering8633
      @engineerenginering8633 Месяц назад +3

      cap

    • @JDothan
      @JDothan Месяц назад +1

      Not if manpower is your primary constraint

    • @Torantes
      @Torantes Месяц назад

      ​@@Tommuli_Haudankaivaja he said manpower is a constraint? Think Bhutan

    • @Tommuli_Haudankaivaja
      @Tommuli_Haudankaivaja Месяц назад +2

      @@Torantes Ah crap. That's what happens when I reply mid work. If manpower is a problem, go for tanks. They are much more manpower efficient.

  • @luisallendes4132
    @luisallendes4132 16 дней назад

    the problem is the manpower arty es better in soft atk per manpower

  • @lacatra5408
    @lacatra5408 22 дня назад

    "Best players meta division templates"
    > proceeds to slap everything he sees from red barron
    brother there's more mp community

  • @user-mt4bh5sm5o
    @user-mt4bh5sm5o 25 дней назад

    Makes divs too supply heavy

  • @Vetiyx
    @Vetiyx Месяц назад +8

    Also not putting tanks in my infantry. Putting tanks in infantry is banned in most MP games and also fs up your supply.

    • @Tommuli_Haudankaivaja
      @Tommuli_Haudankaivaja 29 дней назад

      @@Vetiyx SPAA uses little supply. But it doesn't add soft attack.

  • @tomasdariuspaun7586
    @tomasdariuspaun7586 26 дней назад

    Question is what if line artillery was 2 width?

    • @sumzer_0
      @sumzer_0  24 дня назад

      That is a great question yes. Ive talked to some vanilla MP regulars that say it still wouldnt be worth it. Apparently they tested it, having a normal game just with line artillery being 2w instead of 3w, and they still werent used. I think they would they would either need to be 1w, or be 2w and buffed to be sufficiently useful.

    • @tomasdariuspaun7586
      @tomasdariuspaun7586 24 дня назад

      @@sumzer_0 1 width line artillery really seems like a major buff

  • @sethx7620
    @sethx7620 28 дней назад +1

    Ok, i understand but what themeplate should i use as japan, in China arty is king, also what to do when i fight with US, should I buy license tanks from Germany?(mp)

    • @sumzer_0
      @sumzer_0  23 дня назад

      In early war line artillery is good yes. In MP you are really poor as japan, so you cant do tanks. Only focus on air and special forces. Since you are so weak, your job is only to survive, and try to deny as much rubber from the allies as possible.

  • @Tabako-san
    @Tabako-san Месяц назад +2

    How do mountaineers fit into this? I've been using the 25 width mountaineer template with the line artillery buffs in the special forces doctrine. Would it be more optimal to create a 9/0 template like you've shown here for Marines or is there a use case for the 8/3 mountaineers specifically?

    • @EfeCanTurgut-j8c
      @EfeCanTurgut-j8c Месяц назад

      @@Tabako-san you can make 12/1 with aa

    • @sumzer_0
      @sumzer_0  Месяц назад +1

      Giving the marine example of 18w mightve been a bad idea by me. 9/0 is a pretty arbitrary width, but is used for the best comparison between everything. As stated in the video, i would recommend against any line artillery in special forces. For mountaineers, its probably best to do 13/0 26w. Marines its probably best to do 12w support artillery and rocket artillery.
      Unless you have something that gives huge bonuses to line artillery, do NOT mix them with special forces. You could in theory get away with it in 36 and 37, but when war comes, you simply have worse units.

    • @Tabako-san
      @Tabako-san Месяц назад

      @@sumzer_0 Okay! Thank you so much for taking the time to give advice- and for making these videos to explain concepts like this with some data.
      I was doing some testing myself with 26w mountaineers while looking through your other video and it worked out great in comparison to the 25w templates for wayyyy lower IC cost. Looking forward to other stuff from you in the future :)

    • @nausimur6035
      @nausimur6035 Месяц назад

      Mountaineers you do 32 witdh pure mountaineers with flame tank ,ranger , aa , pioneer + (optional slot)
      32 witdh because how the reinforcement system works

    • @IAMASTRONGMAN
      @IAMASTRONGMAN Месяц назад

      Mountaineers with line artillery are when I would support line artillery IF you specialize mountaineers in the spec ops doctrine. Sadly I go for marines as a USA main.

  • @boteiro1436
    @boteiro1436 13 дней назад

    where do i find good hoi4 mp discords

  • @joschuaw27
    @joschuaw27 23 дня назад +1

    How do you design tanks for space marine though? Same design as you would for the striking mediums?

    • @sumzer_0
      @sumzer_0  22 дня назад +1

      Generally you just need high soft attack breakthrough, and decent armor. Reliability and speed doesnt matter since its only one battalion (reliability's importance scales by amount) and infantry is 4 km/h.
      Generally howitzers, 3 man turret, armor clicks, riveted should work pretty fine. Add radios or easy maintenance if you want, and HMGs if you have a lot of IC.

  • @Xindet
    @Xindet Месяц назад +4

    who are "the best vanilla players" ?
    And why are they playing against ai?
    Lets be real for a second. No "good" player even thinks about putting tanks into infantry because spacemarines are forbidden in basically every game.

    • @sumzer_0
      @sumzer_0  Месяц назад +7

      I never said that they are playing against AI? If that was implied, that was my bad.
      The whole point here is to present alternatives for singleplayer people. In multiplayer you would do a lot more hard attack stuff, but i talk for the most part about soft attack. Space marines are not banned in singleplayer.

  • @IAMASTRONGMAN
    @IAMASTRONGMAN Месяц назад

    Line artillery is deceptively expensive. I prefer to focus on tanks and motorized infantry but I do use support artillery a bit.

  • @someguycalledcerberus9805
    @someguycalledcerberus9805 22 дня назад +2

    Video is incomplete and ultimately falls flat due to failing to properly involve comparison to artillery only divisions, which is where line artillery really shines.
    The math is pretty complex, but the short of it is: if you remove artillery from an artillery only division, the division ceases to exist.

  • @derpiestderp325
    @derpiestderp325 Месяц назад

    I KNEW IT, I KNEW ARTILLERY WASNT WORTH OUTSIDE SUPPORT

  • @TheTrueForbidden
    @TheTrueForbidden 28 дней назад

    This is why I use rocket artillery instead, so that I not only am dumb but I seem dumb as well
    Also slightly unrelated, what do you think about cavalry? I personally found it extremely useful during communist china playthroughs but I want to know if you have any suggestions

    • @sumzer_0
      @sumzer_0  28 дней назад

      Very smart.
      Cavalry is bad. Its basically equal to infantry at the start, but cavalry gets next to no bonuses from doctrine. Bicycle infantry is like a better version of cavalry, but you should probably disable support equipment if youre gonna do bicycles.

  • @marcuscarman1854
    @marcuscarman1854 Месяц назад +1

    Nuh uh 1:1 ratio of infantry to arty battalions trust

  • @Xeemix
    @Xeemix Месяц назад

    Now tell em why armored cars are underrated

  • @HqBlays
    @HqBlays Месяц назад +1

    yo man can you explain me something? why everyone uses 18w infantry? for me options like 10w seems alot better, it has more soft attack/width since you can stack alot of support artillery, it is more cost/effective since you get most of your soft attack from the support art which is really cost effective and it allows you to stack a lot of org because of it being a small low cost division, also even without using 10w i dont understand why so many people use 18w out of all the combat widths it isnt a good combat width to beggin with if that's the case why dont use something like 20w?

    • @sumzer_0
      @sumzer_0  Месяц назад +1

      10w is better for attack, but 18w is better for defense. 10w has among the best stats in the game, but they take a lot of losses and cost a lot. 18w are cheaper, take less losses, and has in some cases enough defense. The exact width isnt important, but the size sorta is. 18w is a nice number, since you need exactly 4 per plains tile, and 2 for each additional attack. Difference isnt large, so you can easily use 20w as well.

    • @HqBlays
      @HqBlays Месяц назад +2

      ​@@sumzer_0 with "the exact number doesnt matter" you mean this cuz bad combat widths usually doesn't really result in big reduces in stats/width right? About the 10w i dont really understand this whole idea that "smaller divisions take more losses" I mean yeah it's true if they lose the battle but they have a way smaller chance of doing so due to their stats and even if they do lose they also make the enemy lose more equipment so i dont understand could you clarify? ty for the help

    • @georgfriedrichkaiser
      @georgfriedrichkaiser 28 дней назад

      @@HqBlays If we talking like that then 2w inf is the best you can get. It's not that simple, really. There's a thing called HP, which plays a big part into this.

  • @justcausewhynot2483
    @justcausewhynot2483 Месяц назад

    What discord servers are you talking about where you can actually learn the meta? I'd very much like to join, and learn.

  • @MrUrze
    @MrUrze 24 дня назад

    Excelent breakdown, I do fell like you don't give enough credit to the low cost of arty or how easy it is to mass produce right from the beguining of the game, you made the exemple of the Soft attack tank, but that is still 10 IC and mediums still require 50 tanks vs the 36 per arty. but of course, tanks do give armor, breakthough and hardness.
    The Focus on max damage per with was news to me! Will be giving more priority to tanks campered to arty in my late games now! BTW do you have a video that explores how hardness affects a division in combat in practice? it reduces soft attack damage, especially in Vanilla, ( I play mostly Keiserreich) AI prefers the arty heavy divisions. and those have crap Hard attack, so that hardness make a big difrence? even if it just 20 or 30%?

    • @sumzer_0
      @sumzer_0  23 дня назад

      While artillery is pretty easy to mass produce, its still more expensive than infantry. That extra IC could be spent on a lot of other stuff. The soft attack tank does cost more, but i compare a 9/3 to 9/0/1 space marine. In this situation its barely more expensive, while having significantly higher max damage, and almost the same soft attack per width.
      In practice hardness is like damage reduction. 10% hardness is like around 8% damage reduction in normal situations. It also varies a lot, especially against expert AI or other players. Hardness is good yes, i dont have a video on it yet, but im planning to make one on tank divisions and hardness.

  • @kingnevermore25
    @kingnevermore25 22 дня назад

    Should i add some mechanized in my marine template?

    • @sumzer_0
      @sumzer_0  22 дня назад

      No, unless you play in sweaty multiplayer games. The point was just to show pretty much no matter how the template looks, you shouldnt generally use line artillery.

  • @HqBlays
    @HqBlays Месяц назад +1

    i dont think this formula soft attack * org makes much sense especially for attack, i dont think org is really that important if you have enough divisions to fill the width of the battle since you can simply wait for the divisions fighting to run out of org and attack again with fresh attacking divisions whle the other ones recover org and stay in this infinite cycle, but idk tho is there something that im missing? if that's the case please tell me, anyways thx for the really informative video

    • @sumzer_0
      @sumzer_0  Месяц назад +1

      Even with cycling your own units, you will run out of org (unless you have like 15+ units per tile), so you still need to consider it. If you can barely fit the combat width it is even more important. Org is also really important on the defensive.

    • @niku4154
      @niku4154 Месяц назад +1

      Org is extremely important as it denotes who wins a fight. Having more DDR and boosting Reinforcement with Signal Companies can make you an unpushable wall of never ending Org-Regain.
      Org-Cycling is a terrible strat. If you look at your strength bar you will see that the closer you get to loosing the battle the higher your Loss of IC and Manpower will get. It's a last ditch effort to push a tile. In general, if stagnant, break the front with Planning Bonus, pinning and Multiple-Combat-ing.
      Org is the single most important stat advantage in Battles, followed by Breakthrough and Reinforcement.

    • @HqBlays
      @HqBlays Месяц назад

      ​​@@sumzer_0Oh ok I see, ty for clarifying

  • @EvilKiborg
    @EvilKiborg 28 дней назад +1

    Cool, why did you forget to mention that the reconnaissance battalion and reconnaissance from the mountain doctrine increases the damage of any artillery, giving a huge bonus to damage? Further, artillery makes it possible to make a front width of 15, which is suitable for almost any terrain and condition, so your words about the inconvenience of the front width are bullshit. Well, yes, the advice to shove tanks with infantry is also “great”, because in MP this is prohibited, and in single player, not every country can produce enough tanks to fill the entire front with them. So please don't make any more guides.

    • @sumzer_0
      @sumzer_0  28 дней назад +1

      Hey. I didnt. All of my divisions in the video includes recon to try to make it as fair as possible fight for line artillery. Also about the ranger bonus, i have responded to this in other comments. In short its basically: costs a lot of xp (240), which you shouldnt really do early game, and late game artillery is worse. Also the bonus still isnt large enough to justify line arty.
      I dont think i understand your point on combat width. 15w isnt exactly the best width, especially if its a 6/1 you are talking about. It has good penalties, but is really impractical otherwise.
      I can see your points on space marines usually being banned in MP, but in MP my points on how line artillery doesnt fit the meta is even stronger. You most definitely should not do line artillery in MP. You dont need to fill the entire frontline either. You just need a couple of space marines, thats all.
      Also, i didnt purely argue that space marines are stronger either. Both special forces and 10/12ws are very good alternatives to divisions with line artillery.

  • @BERNTRR
    @BERNTRR Месяц назад +1

    im a mega noob, i still build 7/2 lol... but i dont get why you have combat withs like 36... it doesent add up in 90.. like i said, im meganoob..

    • @joda7129
      @joda7129 Месяц назад

      because you can fit 1.33 times the width of a tile into that tile (36 fits 2 divs into every tile besides mountain and marsh). and even though you get a debuff it is outweighed by extra base attack

    • @sumzer_0
      @sumzer_0  Месяц назад +1

      It shouldnt add up to 90. People overestimate how important combat width is nowadays. Plains/hills/deserts have 70(+35) combat width. 36w is best here because it is really easy to know how many you need in each battle, and you take minimal penalties. 7/2s are bad, if you still want to do line artillery, do 9/1s.

    • @BERNTRR
      @BERNTRR Месяц назад

      @@sumzer_0 thanks alot😅 i understand now