Direct naval assault impossible ?!

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ConjurerDragon

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swm

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If one nuke doesn't work, try two nukes. Or, eight nukes. Spam reactors everywhere. Nukes destroy, on average, half of the enemy division's manpower and equipment. Drop eight of them on the same division, and try invading again. Drop a nuke on every enemy province, several times. Sooner or later, they will run out of divisions.

Or, spam 20w marines with level 4 signal companies. You'll take the beaches eventually.
 

swm

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If you keep some nukes in reserve, though, your supply situation matters surprisingly little. Totally out of supply is only -33% Attack and defense, and you shouldn't leave the port/infra broken for long enough to be repelled due to loss of supply.

A brief shout out to maintenance companies. Even at maximum out of supply, you take attrition at a snails pace if you have a 1945 tech company attached. According to the wiki, with your standard 80% reliability, the math works out like so:

Reliability is boosted with the multiplier 1.2 * 80% = 96% Reliability. Then, equipment lost per day is .1*.3 (max out of supply attrition) * (1 - .96) = 0.0012 = 0.12% Equipment lost per day.

Infantry equipment is 90% base reliability, so it gets boosted above 100% and then, to my knowledge, is simply unaffected by attrition (at least, until the attrition breaks the support equipment the maintenance company uses...)

Not that it saves you if you run yourself completely out of ORG, so don't do that.
 

swm

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What template are you using for your marines?

Personally? 20w pure Marines + Support companies depending on situation. I'm sure there are better templates, though.

It's probably, strictly speaking, better to use 10w here. Much higher chance of reinforcing before your invasion is repulsed + can bring more support artillery to the party. Since line art takes a hefty penalty you probably want to skip the standard 7/2s, though if you've been making space marines anyway you can probably get away with it. 10w also decreases (but does not nullify) the need for signal companies, since each division has a base 7% (after radio) chance of reinforcing each hour, if you have 10 reserve units your chances of getting at least one in each hour are 1-(1-0.07)^10 ~ 51.6%. That said, if you include signal in the same position you get those odds up to 96%.

Marines are fairly decent units on their own (pure INF or special forces is one of the more underrated unit types in my opinion, especially with proper support companies, it won't beat a proper 7/2 1v1 but it's not made of paper either). If you're worried about casualties/manpower, a Field Hospital would not go amiss, since these divisions are going to be perfectly soft (and thus the AI's divisions are going to mulch you in a prolonged conflict - no one said Amphibious landings were easy).

If you're worried about being out of supply (like if you're going for TMIT's land next to port and attack into it strat) - you might consider maintenance to reduce attrition losses. Logistics is useless though, since it doesn't give you more out of supply grace.

Support Art + Support Rocket Art don't care about amphibious landings, so pick one or both for the soft attack boost.

I believe Engineers will completely remove the amphibious landings penalty, and Recon will help you get ashore.

Personally? 20w or 10w pure MAR + Support Art, ENG, REC, + Pick two of: Field Hospital/Signal/Maintenance/Support Rocket Art. I think Support Rocket Art and Signal are likely the best.

Like many things in HOI, it depends.
 

Aeon221

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Not you, OP. Their template is clearly screwy and everyone is giving advice like marines are interchangeable when they can have anywhere between 1 and 25 battalions.
 

TheMeInTeam

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If you're worried about being out of supply (like if you're going for TMIT's land next to port and attack into it strat) - you might consider maintenance to reduce attrition losses. Logistics is useless though, since it doesn't give you more out of supply grace.

Maintenance is more important for the phase after taking the port. If you don't take that port very quickly, less attrition isn't going to save you. AI isn't a world beater but it can instantly cycle attacks and block you from recovering org if it's got enough stuff nearby. You really need to take the port before that happens. Amusingly the 15/5 tank/mot setup is one of the best in this role. They won't survive long if they don't get the port, but they're among the fastest things that can get you that port if they land.

While it's true that logistics companies don't help while out of supply, they do help in general for these naval attacks. Once you have a port you can pile more stuff into the same state before taking attrition. Mass assault's 48 hours extra out of supply grace is pretty nice too, especially because the planning bonus from grand battleplan is much harder to get in this situation. Superior firepower is nice for that beach head attempt also.
 

JerkyJerry

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If one nuke doesn't work, try two nukes. Or, eight nukes. Spam reactors everywhere. Nukes destroy, on average, half of the enemy division's manpower and equipment. Drop eight of them on the same division, and try invading again. Drop a nuke on every enemy province, several times. Sooner or later, they will run out of divisions.

Or, spam 20w marines with level 4 signal companies. You'll take the beaches eventually.
If someone is to do this just to complete a naval landing why not just tag switch and delete the troops? It would be much quicker and just as busch league.
 

TheMeInTeam

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If someone is to do this just to complete a naval landing why not just tag switch and delete the troops? It would be much quicker and just as busch league.

OP is obviously talking very late-game here and has claimed that nukes don't work, which just isn't true. Nuking start of landing process + mid-battle makes it pretty implausible that a landing would fail without heavy post-nuke reinforcement.

Your suggestion is disingenuous. Using a game mechanic as intended/according to the rules is not reasonably compared to using the console to remove resources from other playable factions.
 

JerkyJerry

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Your suggestion is disingenuous. Using a game mechanic as intended/according to the rules is not reasonably compared to using the console to remove resources from other playable factions.

It is the same difference. By the time 8 atom bombs are produced is the OP still going to try to make a naval landing on that same province? The suggestion makes no sense. So if one were to do something that made no sense, then why not just delete the troops and save all the years it will take to build atom bombs? I thought the advice on how to achieve the naval landing was ridiculous. So in your opinion my suggestion was just as ridiculous but would save the OP a boat load of time. In the end the same result would be achieved.
 

TheMeInTeam

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It is the same difference. By the time 8 atom bombs are produced is the OP still going to try to make a naval landing on that same province? The suggestion makes no sense. So if one were to do something that made no sense, then why not just delete the troops and save all the years it will take to build atom bombs? I thought the advice on how to achieve the naval landing was ridiculous. So in your opinion my suggestion was just as ridiculous but would save the OP a boat load of time. In the end the same result would be achieved.

You can store nukes. OP is in 1951 per his first post. I've had hundreds available before 1948.



There is a clear break point for "actions constrained by rules" and "actions that require player to violate game rules". You've yet to provide sound logic why nukes fall into the latter category along with using console, or what basis you have to claim "using X option to strengthen your position doesn't make sense".

What you are saying makes no more sense than claiming that using a strong template is cheating and you might as well console the game, or any other arbitrary in-game action that makes the game slightly easier.
 

JerkyJerry

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There is a clear break point for "actions constrained by rules" and "actions that require player to violate game rules". You've yet to provide sound logic why nukes fall into the latter category along with using console, or what basis you have to claim "using X option to strengthen your position doesn't make sense".

What you are saying makes no more sense than claiming that using a strong template is cheating and you might as well console the game, or any other arbitrary in-game action that makes the game slightly easier.
Thank you for the clarification. It makes more sense to me now. My apologies to @swm .
 

swm

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Thank you for the clarification. It makes more sense to me now. My apologies to @swm .

It's fine. It's worth noting that Nuclear Reactor spam is actually quite a powerful late game option. Yes, there are more optimal ways of going about it, but in terms of minimizing "I've already won, just let me conquer the Earth" annoyance, very little can beat the atom bomb. They're especially good mistake fixers once the late game laziness/gross incompetence has set in. Once you have sufficient reactors you can get a bomb basically every other day.
 

TheMeInTeam

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It's fine. It's worth noting that Nuclear Reactor spam is actually quite a powerful late game option. Yes, there are more optimal ways of going about it, but in terms of minimizing "I've already won, just let me conquer the Earth" annoyance, very little can beat the atom bomb. They're especially good mistake fixers once the late game laziness/gross incompetence has set in. Once you have sufficient reactors you can get a bomb basically every other day.

Only caution is if you're using them, make sure to overbuild planes rather than other things. Not having air superiority with 200 nukes sucks.