Best support companies for Infantry?

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We're getting pretty far into the weeds and away from OP's original query:
Trying to design a decent Infantry template. 7/2s if that helps.
The answer to that question depends on the answer to other questions:
  1. Single player, co-op, or competitive MP?
  2. What country is OP playing?
  3. Is OP looking for a single template to do everything, or will they use other templates for other tasks, and this is just line filler/area defense?
Maybe some more, but three is a good start.

1. Is probably the most important. Templates that are viable in SP are often marginal at best in MP, and vice versa.

2. Even among majors, there is a fair bit of variety in starting templates, industry, research resources, and army XP sources -- all...

Cavalry

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Trying to design a decent Infantry template. 7/2s if that helps.
That's is great infantry. 7/2 with support art/suport rocket art/eng/support AA, horse recon. This five is better than the rest for good distance.

If you are in emergency shortage or too poor. Cut the engineer, it is the most expensive. Always keep the AA, it double as anti tank.
 

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pushing with infantry costs barely anything in sp, unless you don't micro.

i think tanks w/ battleplan takes more losses than infantry w/ micro.

ai does not punish player micro tactics for pocket with slow divs, so general purpose stuff and attack gouge setups are effective, barely less so than tanks. that doesn't mean 7/2 is good though, you want to actually deal damage.
 
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marcelo r. r.

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Here some templates suggestion depending on doctrine:


- SUPERIOR FIREPOWER R/R (Shock and Awe) -
1. "Burning Legion Infantry": (if u are good on economy and management)
Division: 9 infantry/1 Art.
Support companies:
- Support Art.
- Engineers.
- Light Tank Recon Company.
- Medium Flame Tank.
- Support Rocket. Art.
Preferred Tatic: Breakthrough.
Commanders traits and advice: Bold Atack on spirit of academy.
(This is the highest Soft Power combo, can brute force anything except mountainners stacking on defense, but assume u don't have trouble with air/CAS and is seasoned with bad supply scenario. Also management of Light Tank and Medium Flame tank production lines could be tricky if playing a minor or if new to the game, the rocket research will be only availiable in 1940).

2. "Manpower Saving Variant":
Division: 9 infantry/1 Art.
Support companies:
- Support Art.
- Engineers.
- Logistic company.
- Field Hospital.
- Support AA.
Preferred Tatic: anything.
(safe gameplay, u can do mistakes on atacking without worring about loses)

3. "Brute Force Variant":
Division: 15 infantry/4 Art.
Support Companies:
- Support Art.
- Enginners.
- Logistic company.
- (optional).
- (optional).
(As name says is a brute force infantry to break anything, high supply consuption and also high demand of rifles and artillery).

- BLITZKRIEG L/R ( Mobile Infantry / Modern Blitzkrieg) -
1. "Germany Org Wall":
Division
: 9 infantry/1 Art.
Support companies:
- Support Art.
- Engineers.
- (leave empty).
- (leave empty).
- (leave empty).
Commanders traits and advice: Field Marshall with Offensive Doctrine + Spirit of Academy "Flexible organizaton" + Doctrine, will give u -45% of penalty to org loss when moving, its means your infantry will follow tank piercing moves and be able to defend it.
(this template stack maximum org possible, is great on defense, for atack is great when numerical advantage 3:1, if play Germany its stack with "General Staff" national spirit).

im too lazy to continue, but i will came back anyday.
 
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Lord Demon 78

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For single player, for most majors and strong minors, for most main-line infantry builds: engineers, artillery, AA definitely. Rocket art, recon, and AT are optional depending on what you feel like doing and resources you have available. Hospitals, logistics only for some specific niches but generally pass. MP's and signal corps almost never.
 
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