• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

Mork

One armed man
6 Badges
Feb 22, 2003
5.244
442
Visit site
  • Diplomacy
  • Europa Universalis III
  • Hearts of Iron III
  • Victoria 2
  • 500k Club
  • Hearts of Iron II: Beta
unorthodoxt said:
Couldn't the cost be balanced out with artillery consuming more supplies than a standard infantry? Thus making it a material battle. And if I think I know what I am talking about, most people cannot trade good A to another country for good B. You would have to purchase good B from the country with cash.

Meaning a nation with oil problems would have to manage their resources much closer and limit the amount of extraneous supply consuming 'brigades' they are using.

Or some other analogy to make arty more balanced. Since you need shells to fire the damn things!

Well, yes. IC/supply/oil cost would balance it out for those countries that have to fight on huge front lines (Germany and the USSR comes to mind).
So, in the end, it helps those countries that have little manpower but a lot of IC/resources (Germany, and they still have to seriously balance the oil consumption, though this shouldn't be a problem for infantry-artillery as they only use supplies) and countries that have a small front and enough IC/resources (all of the allies pretty much but especially the US).

One thing, we don't know the cost yet, and artillery could have a serious leadership cost, which would again hamper it's use a lot. Also, more divisions = less leadership to use for other things like research, so having a small width could be a curse in disguise.
It really depends on how well it's all balanced.
 

Exterous

Glaring at the HOI3 icon
22 Badges
Jan 11, 2003
3.151
81
Visit site
  • Stellaris - Path to Destruction bundle
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Semper Fi
  • Hearts of Iron III
  • Europa Universalis IV
This division creation system has me ridiculously excited for the game - if only it weren't so far away :(
 

dublish

General
96 Badges
Apr 4, 2006
2.380
1
  • Sengoku
  • Heir to the Throne
  • Europa Universalis III Complete
  • Iron Cross
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • Magicka
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Sword of the Stars
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Hearts of Iron IV: No Step Back
  • Darkest Hour
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Arsenal of Democracy
  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
Mork said:
Nope, as they don't increase the width, you'd still end up with more strength/assaultdirection, just dispersed between more divisions.

4 Strength 6000 divisions with a width of 1 beats 1 strength 12000 division with a width of 4. That's double the strength, and probably many times the attack rating, with the same width.

Of course, if the cost is balanced, the problem will only emerge in places where two IC heavy forces meet with a small front. the French border of in northern Africa comes to mind. That does depend on the actual map, of course.
And it's only for attack.
I wouldn't be surprised that a force more expensive in terms of manpower, IC, time, and leadership would beat a cheaper one. Why wouldn't 4 INF brigades and 12 Arty battalions be expected to defeat 4 INF brigades? I'd be more interested in a fight between your four divisions and a MP-equivalent infantry force, i.e. two of the 12k divisions you described. My two divisions don't suffer as much of a space ratio penalty since they cover twice as much of the front as your four (or, if the province's frontage is just a measly 4, I have reserves to throw in once my original force is beaten). As you say, it depends on how things are balanced.

I now have a lot of questions regarding the use of support units in battle. In HoI2, the attachments didn't provide any additional strength, so once the main unit was destroyed/defeated, the attachment wouldn't fight either. Will HoI3 be the same? That is, if the INF component of the 1INF/3Arty division you describe above is sufficiently beaten to stop fighting, will it take the Arty with it? Or will the Arty keep fighting without a frontline unit between it and the enemy? Will we even be able to build divisions with more support elements than maneuver elements?
 

dec152000

Colonel
1 Badges
Feb 25, 2006
908
1
  • Arsenal of Democracy
Hi,

One thing I'd very much like to see would be the ability to apply less that a full "brigade" of the components. Historicaly there were a lot of significant battalion level components in divisions. Common examples would be tank and AT battalions that were found in many standard TO&E.

mm
 

Battlecry

Field Marshal
16 Badges
Feb 22, 2007
2.528
4
  • Arsenal of Democracy
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis: Rome
  • Semper Fi
  • Rome: Vae Victis
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
  • Hearts of Iron IV Sign-up
dec152000 said:
Hi,

One thing I'd very much like to see would be the ability to apply less that a full "brigade" of the components. Historicaly there were a lot of significant battalion level components in divisions. Common examples would be tank and AT battalions that were found in many standard TO&E.

mm

It certainly seems as if 11 of the listed brigade types are battalions in terms of size (1,000 men). So we'll see if they're described as such ingame (notice we haven't actually seen the word "brigade" applied to anything - so it may be that the battalion-sized components are/will be called battalions). Although a dev (King, I believe) stated that "brigades will be the building blocks of divisions" this doesn't mean they'll be the only blocks, just the main ones.
 
Last edited:

mbb

Lt. General
7 Badges
Apr 25, 2003
1.338
816
  • Hearts of Iron II: Armageddon
  • Deus Vult
  • Europa Universalis III
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
zeekater said:
Why should an AA brigade have a movement of 0? AA brigades for divisions had inherent trucks/horses for movement. Of course, static AA didn't have those trucks or horses, they didn't need to move around like divisional AA would :)
I guess PI's solution isn't that bad after all :D

Too bad, since they both use the same equipment. Germany wouldn't have kept all those Flak batteries sitting in Germany if there weren't any Allied bombers to shoot at... ;)

I was likening a single AA brigaded division to the HOI II GAR unit.

But - I am guessing here - one reason why luftwaffe units were deployed to garrison France is precisely because they brought with them AA in their formations.

But it would also imply that any ground unit that had an AA capability should really actively engage air units whether or not they are being directly attacked the the air units. Hmm...that didn't happen in HOI II and it is starting to get complicated.

OTH, your last point is good. If AA does still work like HOI II, then it would be nice to be able to tear down the provincial AA batteries or reassign them to new provinces. But then to make sense AA would have to put a load on the economy just like any other unit in play.
 

Richardson

Second Lieutenant
28 Badges
Jun 26, 2008
101
0
  • Hearts of Iron II: Armageddon
  • Semper Fi
  • Victoria: Revolutions
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Hearts of Iron Anthology
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV Sign-up
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • 500k Club
  • Victoria 2
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Cities in Motion
Bullfrog said:
Either islands will have the same frontage as all other provinces (likely) and the system of max efficiency with 3 attacking divisions will still be in play, or the frontage will be based on the size of the island (and/or its beach quality).

I would like to see islands consisting of minimum of 2 provinces. That way you could establish a beachead and then keep on fighting with the rest of the enemies.
Also divisions cornered to a shore province should automatically retreat to TP's if there are some in the province. Maybe with severe strength loss?
 

Beakmiester

Second Lieutenant
17 Badges
Feb 16, 2006
123
0
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Hearts of Iron II: Armageddon
  • Stellaris: Galaxy Edition
  • Stellaris
  • 500k Club
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
Mork said:
Cheaters, the lot of them.

:D

Simple fix to this problem. Paradox only need to put a restriction on the number of support brigades per division.

i.e. each support brigade must have an associated front line brigade

one infantry brigade - one supporting artillery brigade
one armoured brigade - one supporting SPA brigade
 

unmerged(105596)

Uncivil Servant
19 Badges
Jun 26, 2008
1.189
28
  • Heir to the Throne
  • Humble Paradox Bundle
  • Pillars of Eternity
  • 500k Club
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Semper Fi
  • Naval War: Arctic Circle
  • Magicka
  • Lead and Gold
  • Hearts of Iron Anthology
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Deus Vult
  • Commander: Conquest of the Americas
  • Crusader Kings II
  • Cities in Motion
May I just say that I love this?
 

hildoceras

Fossile en devenir
7 Badges
May 16, 2002
7.447
29
  • Europa Universalis III
  • Europa Universalis III Complete
  • For The Glory
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Europa Universalis III: Collection
Johan said:
mbabbs said:
I'm not so sure - I think its 270 for that particular combo as the Armoured Car brigades take much longer (270 days infact). If the division were just infantry brigades then I think it would be 95 days.
yeah
I hope we'll be still able to build separately brigades and core division, that'll cut in the production delay :D
 

peo

Lt. General
43 Badges
Mar 29, 2001
1.394
33
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Victoria 2
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
Wobbler said:
I certainly hope there will be a function that makes such a composition worthless due to lack of proper infantry support ;)

Ok, exchange two of the armoured divisions for mech inf. Then the problem becomes will mech inf be available from the start? Or will it work like in the earlier iterations.

Sure you can build new division with the new stuff but then you loose experience (if that still has an influence on divisions etc)
 

unorthodoxt

Captain
56 Badges
Dec 5, 2006
330
0
  • Tyranny: Archon Edition
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Rome: Vae Victis
  • Tyranny: Gold Edition
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Tales from the Tiers
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome - Magna Graecia
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III Complete
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
Beakmiester said:
Simple fix to this problem. Paradox only need to put a restriction on the number of support brigades per division.

i.e. each support brigade must have an associated front line brigade

one infantry brigade - one supporting artillery brigade
one armoured brigade - one supporting SPA brigade

Why do that? I mean at points in the war the USSR had an absolutly massive amount of artillery on their frontage. Dwarfing the Germans and pretty much dooming any action (offensive or defensive) to be nothing but one hell of a bad day.

And Johan also said they would be doing nothing to protect us from our own stupidity. Super Heavy and Cavalry divisions w/MPs to clean up the poop and carry the extra gas here we come!!!!
:rofl: :rofl:
 

diskoerekto

ferocious native
34 Badges
Feb 17, 2005
2.441
1.906
  • Cities: Skylines
  • Europa Universalis: Rome
  • Rome Gold
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Victoria: Revolutions
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Europa Universalis III Complete
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Europa Universalis III Complete
  • Europa Universalis III Complete
zeekater said:
alphanov26itemsxh9.jpg


For easy referencing :D

Summarized from previous posts:

1. Strength
2. Unknown yet, probably something to do with new command system)
3. Frontage
4. Soft attack
5. Hard attack
6. Air attack
7. Defensiveness (on defense)
8. Toughness (on attack)
9. Air defence
10. Speed
11. Leadership (a cost, taking away from the leadership pool? Just a guess)
12. Supply consumption
13. Oil consumption
14. Ic cost
15. Manpower
16. Building time

can 11 be suppression?
 

unorthodoxt

Captain
56 Badges
Dec 5, 2006
330
0
  • Tyranny: Archon Edition
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Rome: Vae Victis
  • Tyranny: Gold Edition
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Tales from the Tiers
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome - Magna Graecia
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III Complete
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
It could be, but I think leadership is more likely, mainly because it is a new feature.

I do wonder how they are going to model revolt risk.

I also thought the RR in HoI2 was far too low in places. And far to easy to handle with GAR+MP and roving CAV that you just happen to start with.
 

mlepkows

'Ard as a rock
17 Badges
Jan 17, 2007
275
0
  • Heir to the Throne
  • Europa Universalis III: Collection
  • 500k Club
  • 200k Club
  • Semper Fi
  • Rome Gold
  • Europa Universalis III Complete
  • Lost Empire - Immortals
  • Europa Universalis III Complete
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III
  • Deus Vult
  • Crusader Kings II
I'm curious how the final unit attributes are computed. Now it looks like straight add-up with bonus 1 in some places. Also, "little" brigades (ACs) seem not to contribute to final width. I seriously hope that it's not final, because since when (example) 3 brigades have more Air Defense than 2? As Defence stats defined ability to resist, that's kind of weird. That would also mean there's no bonus for certain combinations, just straight sum - just like in the old system.

Maciek
 

Modestus

Field Marshal
15 Badges
Mar 27, 2005
3.019
1.046
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis: Rome
  • Semper Fi
  • Sword of the Stars II
  • Victoria 2
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis: Rome Collectors Edition
Right just trying to gather the information so far and to display it graphically .

What I now see is a system like below where the number of and the type of Brigade determines the Combat width of a division.

This then determines the amount of divisions that can deploy in the front line which is determined by and I am not sure but I assume the terrain.

Frontage1.jpg
[/IMG]


Frontage2.jpg
[/IMG]



The strange thing even though the Armor division can not deploy to the front line in the second example it cannot act as a reserve either?
 

Registered

Procrastinator extraordinaire
40 Badges
Oct 23, 2003
3.516
7
  • Europa Universalis IV: Mare Nostrum
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Victoria 2: Heart of Darkness
  • Stellaris
  • Europa Universalis IV: Rights of Man
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • For the Motherland
  • Crusader Kings II
  • East India Company
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • For The Glory
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
mlepkows said:
I'm curious how the final unit attributes are computed. Now it looks like straight add-up with bonus 1 in some places. Also, "little" brigades (ACs) seem not to contribute to final width. I seriously hope that it's not final, because since when (example) 3 brigades have more Air Defense than 2? As Defence stats defined ability to resist, that's kind of weird. That would also mean there's no bonus for certain combinations, just straight sum - just like in the old system.

Maciek
Johan said:
Support Brigades, like artillery, add no combat width to a division, while primary brigades, like infantry, increase the combat width.
So i think we can say it will be in the final. It makes sense too, an artillery brigade would have fewer people in it then an infantry brigade.
 
Status
Not open for further replies.