• 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.

Sweynforkbeard

Major
31 Badges
Mar 19, 2012
706
19
  • Europa Universalis IV: Res Publica
  • Cities: Skylines - After Dark
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Sengoku
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings III
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Age of Wonders III
  • Crusader Kings Complete
  • Cities: Skylines - Mass Transit
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • 500k Club
  • Victoria 2
Tanks for all the advices you guys provide!

let me clarify myself better.

Well, first of all, this problem with AT didnt come out from any practical situation i was facing. I was trying to create a theoretically good composition of Infantry Corp with some flavor, in a context which:
1. i would concentrate most of my Armour in several army( Panzergroup) and rest parts of my front line, will be most likely consist of Infantry.
2. I micromanage all my divisions.
3. These corps need to be jack-of-all-trade ( and of course master of none) kinda type of things, consist different types of divisions to fulfill different kind of missions.
4. Very hard difficulty
5. The game version is TFH.
The last one is where the problem came from. Before TFH, i really never bothered to use any fancy support unit, my infantry divisions were exclusively consist of only 3 infantry brigades, with the set in mind that i would rarely use my infantry corps to attack well defended lines unless i have good number advantage, in which case the support unit doesnt matter that much anyway. The saved IC would better be used to produce more planes and tanks. I havent played HOI3 since TFH came out, and just again picked up the game recently, (i think you guys might already have had a good amount of discussions about the "new" AP-mechanism, although i didnt find the answer of my question through forum search). I dont want to overlook the AT now, and dont want to place myelf in a bad situation against the enemy armour because of that. ( Although im not certain of the real impact of the "new" AP-mechanism) And i really dont want to build too many ATs because of my old maybe outdated impression of it as a really bad support unit.
So then there's the idea that if the AT provide AP protection to all the divisions in a battle, i would build 1 AT division for every corps as a reserved countermeasure to enemy armour attack; if not, as many of you stated, i would probably go back to my old way and again dont mess with them at all...Which is kinda sad because the new Mechanism was the main reason why i want to re-explore the game and re-design my army composition, and now it looks like nothing had really changed :unsure:.


again thanks for all the replies, some of your advices will definitely be included in my future experiment.

You may consider this. It is really beneficial to have atleast one support brigade in each division.

Firstly, it will allow your division commander to gain the battlemaster trait.
Secondly, if you prioritise Battlemasters in every HQ above division level the trickle down effect means that adding a single support brigade to a division will yield a 15% increase in combat effectiveness rising to 25% if or when the division commander have/or gain the BM trait.
 

icedlemon

Second Lieutenant
77 Badges
Dec 14, 2011
149
18
  • Cities in Motion 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • March of the Eagles
  • Hearts of Iron III
  • Europa Universalis IV
  • Crusader Kings II
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Rights of Man
  • Cities in Motion
  • War of the Roses
  • Crusader Kings II: Reapers Due
  • 500k Club
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Pre-order
  • Stellaris
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV Sign-up
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Conquest of Paradise
  • 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: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Victoria 2
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Leviathan: Warships
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Rome Gold
You may consider this. It is really beneficial to have atleast one support brigade in each division.

Firstly, it will allow your division commander to gain the battlemaster trait.
Secondly, if you prioritise Battlemasters in every HQ above division level the trickle down effect means that adding a single support brigade to a division will yield a 15% increase in combat effectiveness rising to 25% if or when the division commander have/or gain the BM trait.

well, this is something i have really overlooked! I'm still thinking the Battlemaster trait as it was before TFH. Doesnt this means that the Battlemaster is the best trait in TFH and the old offensive/defencive traits become a little bit too shabby..? and i thought only terrain expert traits can be learn through battle.
thanks for the tips:rolleyes:
 

icedlemon

Second Lieutenant
77 Badges
Dec 14, 2011
149
18
  • Cities in Motion 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • March of the Eagles
  • Hearts of Iron III
  • Europa Universalis IV
  • Crusader Kings II
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Rights of Man
  • Cities in Motion
  • War of the Roses
  • Crusader Kings II: Reapers Due
  • 500k Club
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Pre-order
  • Stellaris
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV Sign-up
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Conquest of Paradise
  • 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: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Victoria 2
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Leviathan: Warships
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Rome Gold
I normally let the AI run my infantry line, while I drive my special forces and mobile/armored forces. The AI is better with interchangeable units than it is with specialized ones. I also don't play on VH. If you micromanage everything, you are probably better off with specialized units. I just don't have the patience for it. :)

My default infantry (for a major) is: INF/INF/ART/AT

Germany is more Manpower bound than anything else, so I'd use the above as Germany unless I was playing a gimmicky build plan. Same with Britain and the US.

As Russia, I've gone: INF/INF/INF/AT or MIL/MIL/ART/AT because their Manpower and IC are less limited than their Leadership.

As NatChi, I've gone pure INF or MIL for my divisions because you are Leadership limited more than Manpower, and Japan will field little in the way of Armor for you to pierce. I also found myself needing to build a lot to build practicals to get to the point of having an air force or navy, so your IC tends to get tied up there.

All of these plans may change later in the game, when the early limitations on the nations have been reduced by conquest.
the reason why i dont let AI control my army is because they suck in VH difficulty... and the reason why i play in VH is that i like playing germany and ze germany is too overpowered in normal difficulty... the reason why i like playing germany is... cant think out anything really particular... just feels good...:happy:
 

Traks

Field Marshal
62 Badges
Jan 27, 2005
3.115
57
  • Steel Division: Normandy 44
  • Humble Paradox Bundle
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Pillars of Eternity
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Age of Wonders
  • Age of Wonders II
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders: Planetfall Deluxe edition
  • Semper Fi
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2 Collection
  • Naval War: Arctic Circle
  • Rome Gold
  • Cities in Motion
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • War of the Roses
  • 500k Club
  • Cities: Skylines
  • Pride of Nations
From practical perspective, around 15-20% of infantry having AT is good enough. Put in key areas, and put firebrigades behind lines too. If enemy attacks with armor in different place, shift AT divisions and move firebrigades to help.
Tanks will also help to cover as needed, but their main task is not to engage enemy tanks unless really needed.
 

Kovax

Field Marshal
10 Badges
May 13, 2003
9.161
7.235
  • Europa Universalis III Complete
  • 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
  • Semper Fi
  • Victoria 2
  • 500k Club
I would reccomend having 2 or 3 divisions in each corps decked out with AT, in such combos as 2 INF 2 AT, or the like. The rest can be built normally.

Normally, you only need one AT brigade in a division for its higher Piercing stat. Regular INF with decent AT weapons tech levels should provide enough sheer firepower, unless the opponent is using EXTREMELY "hard" divisions (such as HARM+MEC combinations). Note that the combination of 2xINF+ART+AT gives you the basic line troops, an indirect fire support unit, and a direct fire support unit, for a nice Combined Arms bonus. Switching to 2xINF+2xAT not only gives you a lot less SA against the vast majority of the opposing army for a very minor increase in HA, but it also surrenders that indirect fire support's CA bonus. Except against those extreme-hardness specialty divisions, 2xAT might actually be LESS effective against most armor divisions than the combination of ART+AT.
 

Secret Master

Covert Mastermind
Moderator
95 Badges
Jul 9, 2001
36.641
20.035
www.youtube.com
  • 200k Club
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Limited Collectors Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III: Chronicles
  • 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
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
Normally, you only need one AT brigade in a division for its higher Piercing stat. Regular INF with decent AT weapons tech levels should provide enough sheer firepower, unless the opponent is using EXTREMELY "hard" divisions (such as HARM+MEC combinations). Note that the combination of 2xINF+ART+AT gives you the basic line troops, an indirect fire support unit, and a direct fire support unit, for a nice Combined Arms bonus. Switching to 2xINF+2xAT not only gives you a lot less SA against the vast majority of the opposing army for a very minor increase in HA, but it also surrenders that indirect fire support's CA bonus. Except against those extreme-hardness specialty divisions, 2xAT might actually be LESS effective against most armor divisions than the combination of ART+AT.

Yep. Stacking HA in any division usually isn't that awesome. There are times I end up with divisions that have high HA as a byproduct of other avenues of optimization (some key methods of lowering softness in armored divisions involve doubling up TDs).

The way various mechanics in TFH work, it's almost always better to spread key brigades with key abilities out among divisions than concentrating them. You won't ever see me putting more than one LARM, ARM, HARM, AT, MOT, or MECH in any division. I will very rarely double up on TD, but that's got nothing to do with HA or penetration and everything to do with lowering softness even further. Ditto with AC.
 

Kagernaut

Comrade Kagerkov
106 Badges
Dec 6, 2005
5.595
117
  • For the Motherland
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Crusader Kings II: Horse Lords
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
Not sure about that, SM. An infantry brigade has significantly less HA than an AT gun. If your division has higher HA, then you do more HA; combat performance aside against softer units or even if you lose quickly, that division will still nail a tank to the wall faster than 4xINF divs.

Tanks are mostly hard, so attacking them with higher HA is always better than not. I am by no means reccomending that people run around with divs that are 1 INF 3 AT, but a few divisions of that kind in key points where the enemy is advancing with armor could change the course of that advance, don't you think? In the same token, wouldn't you want to have certain divisions stocked with AA brigades rather than giving all your divisions an AA brigade? Those divs would facepalm against infantry if they were designed like 1 INF 1 INF 1 AT 1 AA, whereas divisions designed to fight aircraft with AA but not against other infantry would guard pretty well against air assaults---an AA brigade has much more air attack than an infantry division.

I have played several games lately where I am opposing an enemy who can pierce my armor with AT, and still steamrolled him. Even though he was removing the effect of my armor, my divisions were still well built---but mostly hard. Were his divs using higher hard attack overall, it would have been quite painful.
Its different when comparing to another brigade type, like Arty, which has equivalent soft attack as an INF brigade IIRC. Having more than one or just one doesn't give you any advantage besides less width. Similar situation with tanks, you never double up on tanks divs because, well, its pointless; the only thing you'll get is less softness, but that can be obtained with different brigades, and there isn't much use to low softness if you don't have good soft attack or even exceptional hard attack.

Personally, when I am designing armies that are centered around the concept of "Mobile Armor" if you will, I prefer to spread out the AT, but I like to concentrate it in certain divisions in each corps. It isn't necessary to weaken my divisions by adding in AT, and then they go off and fight INF at a handicap than they could have had, but I do need the AT so I design specific divisions for fighting tanks and move them into the battle when its necessary.
 

Kagernaut

Comrade Kagerkov
106 Badges
Dec 6, 2005
5.595
117
  • For the Motherland
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Crusader Kings II: Horse Lords
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
Ah, thinking about it, both AI and humans usually build armored divisions that are around 50% softness, except later on when they might combine HARM, MEC, and TD. So, generally having higher HA in a division isn't that useful, especially if the division is above 50% softness.

So I'll retract that, my bad :p
 

misterbean

Fumbling My Way through History
90 Badges
Oct 18, 2009
7.899
759
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron III: Their Finest Hour
  • Iron Cross
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Hearts of Iron II: Armageddon
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Europa Universalis IV: Third Rome
  • Stellaris: Leviathans Story Pack
  • For the Motherland
  • Arsenal of Democracy
  • 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: Sword of Islam
  • Darkest Hour
  • Europa Universalis III: Chronicles
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Warlock 2: The Exiled
  • Crusader Kings II: Conclave
  • Victoria 2
  • Hearts of Iron IV: No Step Back
  • Pillars of Eternity
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • 500k Club
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: El Dorado
  • Cities: Skylines - Natural Disasters
Ah, thinking about it, both AI and humans usually build armored divisions that are around 50% softness, except later on when they might combine HARM, MEC, and TD. So, generally having higher HA in a division isn't that useful, especially if the division is above 50% softness.

So I'll retract that, my bad :p

I thought human players would have a tendency to go hard, but I have never played MP.
 

Lord Curlyton

General
96 Badges
Jul 15, 2008
2.065
117
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis III Complete
  • Imperator: Rome Sign Up
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Natural Disasters
  • Crusader Kings Complete
  • Stellaris: Leviathans Story Pack
  • Stellaris Sign-up
  • Shadowrun Returns
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis III Complete
  • Cities: Skylines - Green Cities
  • 500k Club
  • Hearts of Iron IV Sign-up
  • Prison Architect
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: La Resistance
  • Prison Architect: Psych Ward
  • Cities: Skylines - Parklife
  • Cities: Skylines - Mass Transit
  • Tyranny: Archon Edition
  • Imperator: Rome
  • Shadowrun: Dragonfall
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Campus
  • Impire
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Hearts of Iron III: Their Finest Hour
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Majesty 2 Collection
To get any truly "hard" units in TFH you generally have to use multiple armored brigades in a division. Using MOT/MECH to flesh out your frontline and SPART as a support means you will generally have something just north of 50%. Use an AC instead (and they are wonderful now), and its just south of 50%. I think high tech ARM/2xMECH/AC will get you something like 35% softness, which is usually as low as it goes for single brigade armored divisions (a similar HARM setup might be able to get close to 30%). Basically, P-Dox has made the old CA value of 33-66% basically the range in which your various armored division compositions are going to end up.

If you use double armored brigades, THEN you can get some really hard armored divisions, but it will still be a struggle to get south of 20%, and that will be an IC beast, as well as supply hell if you try to build more than a corps of them. I've wanted to try out building 3xHARM divisions that scoff at the notion of combined arms behind their meaty 10% softness and using those to smash things that need smashing, but I just shudder at the thought of supplying even a few of those outside of the friendly confines of Western and Central Europe. Maybe on my next Soviet run...
 

sunsterson

Field Marshal
26 Badges
Feb 13, 2013
4.007
122
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Darkest Hour
  • Arsenal of Democracy
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • 500k Club
  • Victoria 2
  • Cities: Skylines
Not sure about that, SM. An infantry brigade has significantly less HA than an AT gun. If your division has higher HA, then you do more HA; combat performance aside against softer units or even if you lose quickly, that division will still nail a tank to the wall faster than 4xINF divs.

Tanks are mostly hard, so attacking them with higher HA is always better than not. I am by no means reccomending that people run around with divs that are 1 INF 3 AT, but a few divisions of that kind in key points where the enemy is advancing with armor could change the course of that advance, don't you think? In the same token, wouldn't you want to have certain divisions stocked with AA brigades rather than giving all your divisions an AA brigade? Those divs would facepalm against infantry if they were designed like 1 INF 1 INF 1 AT 1 AA, whereas divisions designed to fight aircraft with AA but not against other infantry would guard pretty well against air assaults---an AA brigade has much more air attack than an infantry division.

I have played several games lately where I am opposing an enemy who can pierce my armor with AT, and still steamrolled him. Even though he was removing the effect of my armor, my divisions were still well built---but mostly hard. Were his divs using higher hard attack overall, it would have been quite painful.
Its different when comparing to another brigade type, like Arty, which has equivalent soft attack as an INF brigade IIRC. Having more than one or just one doesn't give you any advantage besides less width. Similar situation with tanks, you never double up on tanks divs because, well, its pointless; the only thing you'll get is less softness, but that can be obtained with different brigades, and there isn't much use to low softness if you don't have good soft attack or even exceptional hard attack.

Personally, when I am designing armies that are centered around the concept of "Mobile Armor" if you will, I prefer to spread out the AT, but I like to concentrate it in certain divisions in each corps. It isn't necessary to weaken my divisions by adding in AT, and then they go off and fight INF at a handicap than they could have had, but I do need the AT so I design specific divisions for fighting tanks and move them into the battle when its necessary.

When you steamrole when you get pierced in Africa? :p
 

DaveyDave

Just Call Me Gasbag
52 Badges
Jun 28, 2012
1.225
522
  • Semper Fi
  • Victoria 2: A House Divided
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV: No Step Back
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Crusader Kings II: Sons of Abraham
  • Victoria: Revolutions
  • Heir to the Throne
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Hearts of Iron IV: Expansion Pass
Basic Principles :

1. Putting AT in every division is economically and militarily wasteful.

2. Napoleon designed the corps in his armies to be A) Able to withstand an attack by an entire enemy army for one day at least (which was shown to be possible at Auerstadt, among other battles) and B) with combined arms (in those days, cavalry, artillery and infantry) to be able to defeat an enemy force of equal size. This basic principle can be applied in HOI3.

3. I most often play the Soviets, and what you do depends on which country you play . . . but with the Soviets for example I design a basic corps composition to be capable of holding or defeating an enemy force of equal size and composition, or to be able to substantially delay an enemy force of armor or one of substantially greater size. In other words, relative to your question, the idea isn't to have a single division composition that you apply across the board, but to have division groupings that have flexibility and strength. So, when playing the Soviets I base all combat operations on the corps, and a corps contains 2 to 5 divisions, *with at least 1 division having good pierce and HA ratings*. The most successful design so far is a corps as follows :

Rifle Divisions x 1 to 3 with INF+INF+INF+ART or RART
Rifle Divisions x 1 to 2 with INF+INF+TD+AT.
Corps HQ with HQ+INF+INF+ENG

If enemy armor hits this corps (and the corps is always kept in a stack) it will take several days for the armor to win the battle, while it loses org and strength. During that time, the corps can retreat or hold if reinforcements can be moved up.

Enemy infantry cannot defeat this stack without support.

In the attack, this corps is excellent at softening up a heavily defended enemy position before being hit with either a Shock Army or Tank Corps.

Most of what was said by other posters is good stuff as well.

Edit : for this to work well, you need to research techs that help out your arty and td bdes in org and morale, as well as having the practical techs that give good SA, HA and Pierce values.

Edit 2 : Later on you can include an exploitation division in the corps composition, LARM+LARM+AC (or something close to that) so that when your corps attacks and defeats an enemy infantry stack, the exploitation division will reach their retreat province before they do, thereby overrunning it and removing it from the board.
 

Sweynforkbeard

Major
31 Badges
Mar 19, 2012
706
19
  • Europa Universalis IV: Res Publica
  • Cities: Skylines - After Dark
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Sengoku
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings III
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Age of Wonders III
  • Crusader Kings Complete
  • Cities: Skylines - Mass Transit
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • 500k Club
  • Victoria 2
Hmm,
for a major there really isnt much point creating flexibility at the corps level. At the most your typical frontline corps will cover 2 provinces. A specialized anti-tank killer corps might be useful at the army or army group level but rarely at the corps level.
For the standard frontline division you should really go with either one or zero ATs and no more than that.
 

Kovax

Field Marshal
10 Badges
May 13, 2003
9.161
7.235
  • Europa Universalis III Complete
  • 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
  • Semper Fi
  • Victoria 2
  • 500k Club
@Kovax Why do you add infantry with your Korps HQ? HQ's cannot fight.
LONE HQs cannot fight. HQs with attached line brigades can not only fight, but inflict casualties. They have combat values for both SA and HA, which can be increased through the mobile doctrine lists, Defensiveness and Toughness which can be increased through the INF doctrines, and ORG levels which can be increased via an Armor doctrine.

If you're paying to supply those HQ brigades anyway, why not put them to some direct use? The game provides about as much experience to the Corps commander for being in direct combat as it would to have the entire rest of the Corps fighting, and having both happen doubles the normal rate of experience gain. As a set of bonuses, it offers a chance for one more axis of attack, to deny one more avenue of escape for routers, or to seize provinces, and reduces the number of decent unit commanders needed for those smaller countries who barely have enough at all, with many of those at "0" skill. Quite simply, 6 > 5, and part of that 6th is already paid for.
 

Kagernaut

Comrade Kagerkov
106 Badges
Dec 6, 2005
5.595
117
  • For the Motherland
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Crusader Kings II: Horse Lords
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
LONE HQs cannot fight. HQs with attached line brigades can not only fight, but inflict casualties. They have combat values for both SA and HA, which can be increased through the mobile doctrine lists, Defensiveness and Toughness which can be increased through the INF doctrines, and ORG levels which can be increased via an Armor doctrine.

If you're paying to supply those HQ brigades anyway, why not put them to some direct use? The game provides about as much experience to the Corps commander for being in direct combat as it would to have the entire rest of the Corps fighting, and having both happen doubles the normal rate of experience gain. As a set of bonuses, it offers a chance for one more axis of attack, to deny one more avenue of escape for routers, or to seize provinces, and reduces the number of decent unit commanders needed for those smaller countries who barely have enough at all, with many of those at "0" skill. Quite simply, 6 > 5, and part of that 6th is already paid for.

^^All the above. I have been doing this for a long time now. It really helps, very much so for minors as well.