That's without doctrine. Is your template not SF?200 per 20w.
That's without doctrine. Is your template not SF?200 per 20w.
100 soft attack is worth more then 250 hard attack against 20% hardness. Breakthrough matters though, but heavy tanks is an expensive source for that as MT and LT gives as much while costing less.No. They literally won the battle against the best tank in the game. The one you suggest (I assume you meant a 4/10/4, 4/9/4 has 38 combat width) does have 100 (15%-ish) more soft attack, but that's balanced out by having 250 (50%) less hard attack to throw against the space marines' 20% hardness, and around 400 (50%) less breakthrough.
He said with SF-R-L. Mines is SF-R-R. Whatever, a few less breakthrough is not problems, because the high HP, high Org will help. And there are tons of these waiting in reserve.That's without doctrine. Is your template not SF?
200 hard attack is what you get with no doctrine. HP doesn't win battles.He said with SF-R-L. Mines is SF-R-R. Whatever, a few less breakthrough is not problems, because the high HP, high Org will help. And there are tons of these waiting in reserve.
It varies massively depending on attrition. However in order to get 20 13/7 HTs in the first place, without any production technologies you would need 380 factories on heavies and 102 factories on mech (3) for a year. However, by 1940 you'll usually have at least tools 3 and dispersed 3, which brings that down to around 182 factories on heavies and 49 on mech. Upkeep, assuming you aren't being encircled, again varies based on how much "bad" fighting you do (fighting AT units, fighting tanks, fighting in attrition terrain) but usually I'd say having enough extra for 10-15 new tanks each year is reasonable.How many factories are needed to equip and replace 10 or 20 divisions of typical HT divisions during a live war?
You're right, their template would have around 30 more attack adjusted for hardness.100 soft attack is worth more then 250 hard attack against 20% hardness. Breakthrough matters though, but heavy tanks is an expensive source for that as MT and LT gives as much while costing less.
HP doesn't win battles.
I guess what I'm saying is, that space marine of yours isn't really going to push enemy space marines much better than tanks, though it is much cheaper.
For attacking, yes, they are easy to counter. But I'm not sure why you're saying the 8/2 sucks when it's a template that stops heavies, on plains, and only needs 6 (well, really 4) of itself to do while costing 1/9th (so 2/3 total) as much as the heavy... if you can design infantry which holds against tanks in a game where infantry can't really make breakthroughs on its own (at least not without massively outnumbering the enemy and using air) then the Axis will never win. Honestly, the fact that people aren't amazed that there exist infantry templates which can stop good tanks on plains is very confusing to me. Even mechanized can't consistently do that.Space marines seem to be a myth created by bad players to justify why they lost. I'v seen everything from Japan's starting divisions containing something like 5 inf 3 light tanks to 14 4's be called space marines. Its a joke at this point. I now see tank recon companies being banned in rule sets because all of the kids have created fear around these mythical "space marines." Also, all of those templates with heavy TD suck and shouldn't be used. 40 width heavy tanks are better.
It doesn't, though, because HP damage doesn't affect unit stats until the battle is resolved.So it have bigger chance to actually win the province.
I'v never won a game of HoI 4 by defending.For attacking, yes, they are easy to counter....
It doesn't, though, because HP damage doesn't affect unit stats until the battle is resolved.
10 TD + 10 mech is better for defending.For attacking, yes, they are easy to counter. But I'm not sure why you're saying the 8/2 sucks when it's a template that stops heavies, on plains, and only needs 6 (well, really 4) of itself to do while costing 1/9th (so 2/3 total) as much as the heavy... if you can design infantry which holds against tanks in a game where infantry can't really make breakthroughs on its own (at least not without massively outnumbering the enemy and using air) then the Axis will never win. Honestly, the fact that people aren't amazed that there exist infantry templates which can stop good tanks on plains is very confusing to me. Even mechanized can't consistently do that.
Wow! Doesn't seem you could build much of anything else then - like bombers and ships, ART, AT, AA, etc?It varies massively depending on attrition. However in order to get 20 13/7 HTs in the first place, without any production technologies you would need 380 factories on heavies and 102 factories on mech (3) for a year. However, by 1940 you'll usually have at least tools 3 and dispersed 3, which brings that down to around 182 factories on heavies and 49 on mech. Upkeep, assuming you aren't being encircled, again varies based on how much "bad" fighting you do (fighting AT units, fighting tanks, fighting in attrition terrain) but usually I'd say having enough extra for 10-15 new tanks each year is reasonable.
You read it wrong. From the other thread, the damage did update like Current HP/Total HP * damage deal out. The things that don't update is the stats.It doesn't, though, because HP damage doesn't affect unit stats until the battle is resolved.
Oh, absolutely. But those start to approach the cost of tanks, and more importantly aren't space marines.10 TD + 10 mech is better for defending.
Yeah but usually you don't need to defend the entire front line.Oh, absolutely. But those start to approach the cost of tanks, and more importantly aren't space marines.
Can you link me/quote me that? I'm a little confused. My point was that taking damage doesn't make you do less damage/have less defense until the battle resolves. I may have worded it badly.You read it wrong. From the other thread, the damage did update like Current HP/Total HP * damage deal out. The things that don't update is the stats.
What do you mean? If, for the cost of 2/3s a tank (at most, since this was on plains), you could render it impossible for tanks to push, why wouldn't you?Yeah but usually you don't need to defend the entire front line.
Because I find in tank combat quality trumps quantity. I honestly can't see those tank templates being any good.What do you mean? If, for the cost of 2/3s a tank (at most, since this was on plains), you could render it impossible for tanks to push, why wouldn't you?