Minor oversight in the OP I just noticed- nothing mentioned about marines? Any value beyond coastal landings?
They work well over rivers.
Minor oversight in the OP I just noticed- nothing mentioned about marines? Any value beyond coastal landings?
Minor oversight in the OP I just noticed- nothing mentioned about marines? Any value beyond coastal landings?
I have a problem understanding a division template. My template says that I will have a base speed of 6.6km/h.
Base speed in division designer.
View attachment 188899
Base speed after the unit is deployed. The slowest unit has a base speed of 6.3km, still the hole division has a base speed of 4km/h
View attachment 188900
Can someone tell my what lowers my base speed to 4km/h?
You have 5 T-35 tanks still in that unit. I think their speed is 4 km/hr.I have a problem understanding a division template. My template says that I will have a base speed of 6.6km/h.
Base speed in division designer.
View attachment 188899
Base speed after the unit is deployed. The slowest unit has a base speed of 6.3km, still the hole division has a base speed of 4km/h
View attachment 188900
Can someone tell my what lowers my base speed to 4km/h?
Anyone got any suggestions for MTN troops?
Also, what about coastal defence troops (West wall)?
The old HARM and the fact that you don't have all your equipment. Seems that the speed depend directly of the % of mobile equipment in the division (there is a post, somewhere, that show that)Can someone tell my what lowers my base speed to 4km/h?
Already done, but that thread apparently got buried somewhere here.
It's called "Beginner's Guide to Doctrines".
Anyone putting TDs in with their foot infantry divisions in lieu of AT guns?
I'm asking, because I was fiddling around with my 1945 Britain game and the mountains of exp and tech I had. I noticed that a single battalion of TDs (heavy ones, that is; who needs speed with foot infantry?) gave nice piercing, but also added moderate armor and hardness for a rock bottom price. It was a far better deal than throwing in regular armor.
You lose out on some SA, but now I'm thinking that if I'm fighting in western Europe, maybe attaching some StuGs to every infantry division might be a recipe for fun.
I don't have the text saved, sorry.
But in short: Minors should go for Mass Assault (right branch), because it offers a ton of great benefits (including +5% MP, which is usually the biggest problem of a small nation).
edit: Google helps: https://forum.paradoxplaza.com/forum/index.php?threads/beginners-guide-to-doctrines.942522/
Anyone putting TDs in with their foot infantry divisions in lieu of AT guns?
I'm asking, because I was fiddling around with my 1945 Britain game and the mountains of exp and tech I had. I noticed that a single battalion of TDs (heavy ones, that is; who needs speed with foot infantry?) gave nice piercing, but also added moderate armor and hardness for a rock bottom price. It was a far better deal than throwing in regular armor.
You lose out on some SA, but now I'm thinking that if I'm fighting in western Europe, maybe attaching some StuGs to every infantry division might be a recipe for fun.
The advantage of the base tank model is the Breaktrought.
Breaktrought is the hardest start to get and only tanks have plenty of that stat.
Well Tank Destroyers are defensive weapons, so it's handy. Heavy TD's would be an idea, and give some stopping power vs AI Tanks I suppose.
I dabbled with the idea of Heavy SP Art because it gives almost double the SA and is a few hard unit.
Really, what it'll come down to is your supply situation, both use fuel, where leg ART/AT doesn't, and you might want to save the fuel for the planes and tanks instead.