Would you or someone else mind defining "SF?" Thanks!
@Simon_9732495 is correct. SF in this context means "Superior Firepower".
In other contexts SF could also mean "Special Forces" or "Strike Force". Please see HOI4 wiki Jargon.
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Would you or someone else mind defining "SF?" Thanks!
@Simon_9732495 is correct. SF in this context means "Superior Firepower".
In other contexts SF could also mean "Special Forces" or "Strike Force". Please see HOI4 wiki Jargon.
For those who don't micromanage, is it possible to have like four armies of infantry divs and one army ( up to 24 divs) of tank divs? And just use the infantry armies to hold the line and the tanks to advance with an offensive order?
About infantary divisions.
.I made a ton of tests yesterday and today. Tested up to 11 Different divisions against tanks and infantary. Both attacking and defending.
i did this both to remember myself and to confirm some things around the community.
Those are the rules of thumb.
1-> Defense = Enemy Attack x2 (In a ideal World ) Thats because of a few reasons.
A) 2+ divisions can focusfire and wipe your division quickly from battle. Making a fair fight actually a pretty uneven one.
B) Air superiority will give penaltys to you
C) Without defense you leave the front too quickly. There is no point to have 2000SA if you can´t stay in battle for even 1 day.
Here is a example. (Plains combat)
I made a soviet with Superior Firepower (Shock & Awe + Support routes)
both sides have same year tech (1941).
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Air superiority buff his attacks AND nerf my defenses.
Even with a base value of 595 im just barely above his 645 Attack.
Soviets can also reach around 550-600SA with Mass Assault.
And thats with 0 Planning bonus for them and germany do have full Entrenchment bonus!
Tank builds like the ones @Simon_9732495 made can get to 900-1200SA with SF or Mass Assault!
Even reach 1500+ with planning.
When SA surpass defense. Every +100 gives precious hours allowing your division to actually do something steady routing at first sight.
thats how brutal the East and D-Day fronts can get!
Germany Mobile Warfare does not give any Defense or Attack bonus.
Only thing your division is good at is being stubborn.
And they can´t be stubborn if they don´t have defense.
So as Germany Aim for 600+ Defense and go for 700+ later in the war.
And get every defense upgrade your generals/marshals can give for your infantary.
Sacrifice Artilhary if needed, reck, even add a Military Police support if needed.
You need to get those numbers up because the main job of your divisions is to hold any ground your tanks get and stop D-Day so you worry about only 1 front.
Thats why 1939 rifles are so important. They give +50-100 defense and for a doctrine that give no bonuses, technology is the only real way of improving and keeping up.
here is a example. Same division on same general with 1936 vs 1939 rifles. (Template below).
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You would be surprised the amount of german players in MP that don´t know why their infantary never hold vs the soviets.
Some just go for SF as it is the "easy route". (not really as the tanks lose a up to 70% breaktrough and you will face other problems ).
While you get a enormous amount of rifles I and II to keep things together rifle III and IV are the ones you need to aim for.
Donate the Rifle I and II to other players later. Italy for example can use some free rifles as they have problems to use 100% of their manpower.
Now that you have defense lets see attack.
Usually 4 art is recommended a lot, but for mobile warfare this is a Trap!
Here is my Barbarrosa infantary division after i did a ton of tests.
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Comparing vs the Classic 4 Art division.
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that 4art div Soft Attack can be improved but you do sacrifice 1 company. And its not worth it.
If you really wish trade hospital for a MP Squad and get that defense closer to 600 (28Def + 13.5 SA with 1939 Rifles).
People usually talk bad about using MP companys on offensive/defensive divisions. Because they use the 1918-1936 rifles and i agree, with those rifles MP is a bad support company.
After 1939 that squad becomes quite strong. If you're not researching rockets use a MP instead. Its cheap and give good stats.
About HA and Piercing for infantary vs Tanks,
Without complete air superiority infantary will never have a chance vs tanks on a "fair" fight.
-> Basically just get 1 Line or Support. AT and be happy, There is no point going for 2+ AT´s. (Same rule for AA).
To pierce a 1943 tank you need. (Using template above).
-> 1 Line AT with at least 1942 tech.
-> 1942 Rifles
-> 1942 and 1944 Infantary piercing upgrades. The 44 one is kind cheap. With enough tech upgrades you can push a Ahead of time for it. Save it for last.
With this you reach around 65 piercing With just a little dmg you can pierce @Simon_9732495 Division, likely in the middle of the battle he will lose the Armor Bonus.
If you really go for it on factorys you might have everything by mid-end of 1943.
With 1943 AT you can get 77 piercing.
Now everything above is nice on theory.
Pulling it off is the real challenge, To manage the limited amount of factorys is 50% of the challenge as germany.
Also while its good to aim for 1942 rifles as mobile warfare do need them.
Its unlikely you're gonna have a army 100% made of 1942 rifles before 1944 or even 45.
PS: If you need a 20 or 10 Widht division.
Go full infantary and use Eng, AT, AA, Art and Rocket companys.
Those divisions are purely defensive so no need for hospital (As they don´t fight often) or Supply (they are likely on the atlantic wall/Norway).
If you don´t have rocket use a MP.
With 1939 rifles a simple 20 Wifdht full infantary can reach 400-450 defense and around 200 attack
I see your offensive infantry template and have some questions about it. I see that you use hospitals. I can understand why, since it's offensive and you expect to take casualties and want to preserve experience, but is it really worth running hospitals over something like signals or support AA? Hospitals are also expensive. Also, you have line AT and AA as well as support rocket artillery. How do you manage to afford to keep up in research on so many different support companies and the entire artillery tech tree, along with infantry equipment? Do you completely neglect navy? Not research an air doctrine(understandable if MP and you have an air controller, but not in SP)? I don't see how it's possible to stay up to date on all of that and not fall way behind on industry, electronics, air, or tanks in some way. That's to say nothing of all the extra factories you need on the different types of artillery equipment as well as more support equipment and motorized that could be going into more tanks or fighters.
I see your offensive infantry template and have some questions about it. I see that you use hospitals. I can understand why, since it's offensive and you expect to take casualties and want to preserve experience, but is it really worth running hospitals over something like signals or support AA? Hospitals are also expensive.
How do you manage to afford to keep up in research on so many different support companies and the entire artillery tech tree, along with infantry equipment? Do you completely neglect navy? Not research an air doctrine(understandable if MP and you have an air controller, but not in SP)?
I don't see how it's possible to stay up to date on all of that and not fall way behind on industry, electronics, air, or tanks in some way. That's to say nothing of all the extra factories you need on the different types of artillery equipment as well as more support equipment and motorized that could be going into more tanks or fighters.
Some really great info here. For the tank (no SPART) and defensive infantry strategy do you guys prefer the mobile infantry branch for even tougher forces or the blitzkrieg for faster break through? It seems like the defensive infantry are already tough enough without mobile infantry but not really sure on the facts.
Why 1500?
Are we not neglecting the fact that your division is 70% hard? 1600*0.3 = 480 soft attacks taken. The enemy would also have to have approximately 725 hard attack in addition to 800 soft attack to do more than scratch the paint on a 1500 breakthrough division. That's completely unreasonable unless we're talking about enemy tanks, which your divisions are unoptimized to deal with. And why do you require that your base breakthrough, without modifiers, beat that attack, which is clearly with modifiers. Give your tanks a general + field marshal that have panzer expert and aggressive assaulter. That, by itself, is worth a multiplicative +30% breakthrough even if we ignore their defense stats which range from +3.75% to +37.5% breakthrough. With an armor high command, you have another 10-15% multiplicative bonus to breakthrough. Your 1300 breakthrough division is going to have well over 1500 breakthrough when actually in combat.im calculating 2 defensive units reaching 600-800 Soft attack.
Are we not neglecting the fact that your division is 70% hard? 1600*0.3 = 480 soft attacks taken. The enemy would also have to have approximately 725 hard attack in addition to 800 soft attack to do more than scratch the paint on a 1500 breakthrough division. That's completely unreasonable unless we're talking about enemy tanks, which your divisions are unoptimized to deal with. And why do you require that your base breakthrough, without modifiers, beat that attack, which is clearly with modifiers. Give your tanks a general + field marshal that have panzer expert and aggressive assaulter. That, by itself, is worth a multiplicative +30% breakthrough even if we ignore their defense stats which range from +3.75% to +37.5% breakthrough. With an armor high command, you have another 10-15% multiplicative bonus to breakthrough. Your 1300 breakthrough division is going to have well over 1500 breakthrough when actually in combat.
Bringing only one single fully upgraded SPAA3 is a weird middle ground. I cant say it's wrong, but your divisions would have got the same CAS damage reduction from a single 1936 support AA. And they are still penalized by -1.87% speed and -6.87% defense and breakthrough if your opponent has no air superiority modifiers. If they have +60% air superiority, which you can be sure that a competent air controller will, that rises to -27.87% defense and breakthrough. Better to use a pair of SPAA to get the full unmodified penalty removed and get only -15.87% breakthrough penalty from a full tryhard air controller.
The SPGs are another thing that bothers me. This comment by @Corpse Fool goes into why medium SPG are not worth more than simply bringing tanks. They bring about the same soft attack per width for half the cost, but cost 33% more supply. They give up on hp, org, recovery, hard attack, breakthrough, defense, armor, and piercing. Your TD is mostly just trying (and failing) to replace the hard attack lost by bringing the SPG. It's still 28 hard attack shy of not bringing either. All for an extra 9.5 soft attack. The thing is that tanks do not need help breaking infantry, that's a win more. What they do need help with are CAS and tanks. CAS are mitigated by SPAA and tanks are mitigated by TD. Neither of which require SPG. Better to drop the SPG and TD, and replace them with another SPAA and two tanks. If you want to keep the TD for piercing, then it's reasonable to bring a single one if it makes the difference as the first TD brings the largest boost to piercing. Unless your opponent is making 17-3 heavy-mech, that should be sufficient to pierce. And while it's 15.2 soft attack shy of your division, it's 40 hard attack and 2.5 piercing higher.
And now on to the supports. Arty and r.arty both play the same role that the SPG do. They increase the soft attack, which your tanks don't actually need to break stacks of infantry. But they do lower org, recovery, armor, and piercing. They both, together, provide an additional 66.3 soft attack, which is nothing to sneer at, but that only accounts for 10% more damage. Better to have gone with SF doctrine if that was what you were after, as that gives tanks +20% damage. But the added tech cost that you spend on them could more efficiently have been spent on something that brings more to the division, such as mech or amtracs. Logistics is probably worthwhile lategame, but until supply becomes a problem, youre just reducing armor and piercing. Maintenance is redundant, you can boost reliability on your tanks to 100%. Light tanks recon is probably the best recon to bring as it doesn't negatively affect your armor and piercing as much as other recons do, but why would you bring it before maxing speed upgrades? The recon stat is functionally useless, recon's primary advantage is the speed bonus. But the lack of engineers is what really kills me. Engineers are, hands down, the best and most useful and efficient support. They should go on every division you make. The terrain bonuses they provide by themselves pay for the cost they add to the division.
Bringing four fully upgraded variants is hell on xp. At minimum that's 1800 xp just to get +5 gun and speed on all your variants. Plus however much you spend on maintenance. If you don't go full speed upgrades, then why bother with mot? Mech 2 brings much more to the offing than mot does. And if you do go full speed upgrades, mech 3 can still keep up. If you're worried about hp, which is a valid worry to have, you should be using mech for their +20% hp. 15-4-2 mech is also over 150 hp. And if you know that you can control air and don't have to worry about CAS, 17-3 has a respectable 124 hp. Its not going to get strength-deleted from the map as a pure tank division with only 40 hp would. Amtracs are even better than mech. They also have the +20% hp, but give more org from the special forces tree and some very nice terrain modifiers for crossing rivers and marsh fighting. Blasting through the Pripyat with tank-amtrac divisions is not something that is generally expected. It can catch a Germany completely off guard.
And the final division you presented is just painful to look at. Mixing mediums with heavies provides the downsides of both with the advantages of neither.
It has heavy speed, so you might as well just replace the mot with cav.
And it has slightly above medium attack and armor stats so they can still be pierced by infantry AT divisions
The HSPAA doesn't have much more air attack than MSPAA do,
As above, SPG win more, they're completely unnecessary to move stacks of infantry, but make your division worse at dealing with supply, CAS, AT, and enemy tanks.
No. That breakthrough is overkill in 1943 and in 1945. Your own example proves it.For 1941 yes. That breaktrough is overkill.
But are you planning to end the war by december 1941?
The opponent is still researching passives and producing better equipment.
This is specially true for the allies on D-Day or after a year or two of atrittion wifh the opponents getting better and better and you having nowhere to go. You're already on tank 1943 and tanks 1945 are never gonna be researched in time to change the situation.
but they still have things to improve on infantary, etc.
This unit below is basically 1940 equipment.
I only added all passives + 1943 Art.
as you can see i pretty much reached 1600SA. Im don´t even have trained generals and other things you can do in a MP (Be in vanilla or mods) to push this even higher.
Also add the fact your tank division will have around 150-200HP.
it will lose Strengh and a reduction in its BASE value (before calculations) equal to the amount damage.
Its not rare at all to run around with a tank at 90-95% str. As waiting for new tanks can take up to 20 days and thats way too long in the middle of a fight.
1500 - 10% = 1350. Now you add the bonus and you will barely reach 1600+ even if you add the 20% bonus from Commander + Marshal.
False. 1936 support AA reduce strength and org damage dealt by cas by -75%. That is the full reduction that any amount of AA will cause.CAS DAmage reduction is directly proportional to the AA Attack value of your division.
That is the reduction to the air superiority penalty to breakthrough and speed. That is not the CAS damage reduction.With Sup. AA 1940 with full passives (1943) gives you -13.7% reduction. Unless you go for AA III you will not get better than this.
With Medium SP.AA 1943 you have -19.9% reduction. Usually the difference is bigger as you usually stop AA on 1940-41.
But the good things is. Under pressure you can combine both to get 27%.
Not really. In vanilla sp, the player should win air, whichever side they play. Unless they deliberately abandon it.Of course, different games will demand slight variations. I don´t know if you game use Mods, if its vanilla, if your germany loses/win air in the end.
Everygame is different. What i posted above is just a base and you modify and adapt to the situation he needs.
As I showed above, a pair of SPAA are not overkill. They are precisely the required amount of kill. And with an even number of SPAA, you don't need to fix an odd width, negating the need for SPG.If you want to bring 1 SPAA also bring a single Medium SP. Art. The tech is cheap, the demand for equipment is super small and it will make your tank division way cheaper reducing greatly the pressure on your factorys.
2 SPAA´s is overkill. and SPAA is a oddnumber division that cost 1 widht.
You can put 2 medium tanks or go for 2 SP Arts sure.
But again, medium SP Arts are not worth it. Like you yourself pointed out.
For me this very small sacrifice is worth that extra 7-10% air protection. When you reach the scale of 1000+ in stats like breaktrough or SA any 1% becomes important.
I was using maxed gun upgrade stats to compare attacks. 1 TD, 1 SPG and 1 SPAA all together, each with +5 gun upgrades have under 10 more soft attack than 3 medium tanks with +5 gun upgrades, and 28 less hard attack. If you only gave the 2 gun upgrades, then that's even worse than what I had initially wrote.The Tank destroyer is not there to addHeavy Attack. He only have 2 attack upgrades reason he is "failing" to bring any HA.
Its there to add Armor!
This way you save Army XP in 1941 as your medium tank is already too busy focusing on Speed, Attack and Reliability.(And you do want your tanks with 100% reliability even if it makes them worse. No point having the super division if your factorys can´t keep up with the losses + Atrition).
Variants also you don´t have to care for reliability. They are so few in numbers that its easy to replenish them even if you have dozens of tank divisions.
Meaning they cost "only" 100XP each. (And the artilhary you can even ignore if XP is needed somewhere).
that saves your main tank to have all the XP for Attack/Speed + Reliability.
And you can have the division done with less than 500 army XP. (of course you do want to improve everything as the war goes on, but it can wait).
No. It's about 1.5-2.5 org each and 2-3 each of piercing and armor. That loss in org is over 10% of the total org of the division, which is a huge loss. The loss in armor/piercing is the difference between piercing vs not piercing enemy tanks or being armored vs getting pierced by enemy infantry-AT divisions. Those values are nothing to sneer at. The soft attack is purely a win more. It is absolutely unnecessary to beat infantry, they didn't need the help. However bringing it makes your tanks fight worse against enemy tanks, which will turn wins into losses.about art - rocket -> We're talking about 1 Org, 1.5 armor and 1.5 piercing for each company. That for +30+SA , Defense, BReaktrough. Its worth it.
Why do you not have a surplus of support equipment and motorized already? They're literally the only things you should have been producing in the early game that don't become obsolete by the time the war starts.Logistics -> Adding a company in the middle of a intense war is very complicated. Either way you need to have the factorys producing and have a stockpile ready and wait 1 month+ for it to reach the front. Much better already have it in place and start 1941 with it.
Why are you upgrading both guns and armor? That reduces speed as well. Just pick one or the other and stick with it. 0/5/5/5 or 5/0/5/5 both have 100% reliability, are faster than the mot, and have either maxed armor or maxed guns. The meta is to max guns and use the heavy designer. Because soft attack is not what the tanks need more of, rather hard attack.Maintance company -> A 5/5/5/5 tank have 80% reliability.
At reliability 5 your tank can only support 6 points total in Attack + Armor. (For 96%, still gonna sting here nad there as a full mediumtank division have 600 tanks).
With the company you can push for the 5/5/5/5 tank eventually.
1 point of extra armor on the tank will pay for any armor the company is removing.
No, MP is trash. And LT recon is only worth their cost if you go SF doctrine.At least we both agree LT recon is better, and for those that don´t know. Like MP. LT 1940 does improve the LTreconsquad stats. Not a priority but it does give a small boost to the division.
Which is why upgrading armor is meaningless. Enemy tanks will pierce you regardless. Better to not waste the xp and keep the reliability and speed. However, those support companies make the difference between getting pierced by 15-10 inf-AT or not.About armor.
You have around 90-95 armor with 2-3 companys.
The division i made reach 92.4 with 5 companys and the TD still having 3 points to spare in attack.
In fact a Medium tank + 1 TD both with 5 attack can reach 110+ piercing.
Again, the division above is not made with the tanks full on XP. They're made with around 500XP total! You will not have 1000+XP to send on tanks in 1941.
100+ piercing doesn't pierce a halfway competent HT division. Even a weak 15-5 HT-cav have 112 armor before supports, which means your 100+ piercing division is going to get slaughtered if it tries to contest heavies. And since Soviets make heavies, you're going to have a very bad time in mp with such a weak division.Actually all those divisions are way cheap on XP because they don´t need to be 5/5/5/5.
I explained how much XP i put on the division above.
around 500 only for everything. There is a huge untapped potential in that division as you get more XP and improve it.
Here is the division by spending 1400 XP and using porsche Manufacturer.
There is no point removing company for piercing. I already reach 100+
About armor every company removed adds +1.9. Its ok but you're gonna pierce the opponent and he is gonna pierce you even if you both reach 90%str.
There is no point trying to go "naked" and sacrifice other stuff.
Tank -> 5 armor + 5 attack + 5 reliability . With company it will have 95% reliability. 625 xp
TD -> 5 armor + 5 attack reliability 55-60% -> With only 24 for division atrittion is just a number
SPart -> 5 armor. Its just 1 batallion
SP AA -> 5 armor + 5 attack -> again. With just a dozen AA, Atrittion is just a number.
1942 mechs are easily attainable before Barbarossa. And mot also cost rubber. The same amount of rubber. So that's not an argument.And why botter with motorized?
Because MEchs 1939 is useless and a trap. And 1942 Mechs is out of reach before barbarrosa.
Also mechanized cost rubber.
So we agree, good.Heavy tank 1943
67 breaktrough
35 SA
42 HA
95% Hardness
price: 30 + 4 steel and 3 chromium
1943 medium tank
66 breaktrough
32SA
42HA
price: 14 + 4 steel + 2 tungstem
Cost.Organization , hardness and a few other things.
Cav don´t get most bonuses from the doctrine.
I never recommended ignoring HTD. HTD is best TD. Well, US designed HTD is best, but whatever.If you're going heavy SP. Artilhary you have no point in ignoring the AA and TD versions.