This thread should be closed down and taken down, it's utter nonsense from a clueless player.
- 11
This thread should be closed down and taken down, it's utter nonsense from a clueless player.
Thanks to everyone for the responses. I tried to keep the original post from becoming too much of a wall of text and much more remains to write about as everyone has shown.
@xsmilingbanditx
If you allow the German AI to properly build for Barbarossa (i.e. agree to Molotov Pact and don't backstab), the SU will be badly outfactoried. Try to build proper armor divisions and you may find yourself not capitalizing on SU's biggest advantage, manpower, and fielding an army too small for the massive Eastern Front. Further, with EAI, your armor divisions will get shredded attacking into properly prepared infantry positions. A good armor division most emphatically does not succeed in any and all circumstances.
That said, I totally agree with your 5 point bulletin on what to consider. The only thing I would add is a player should also consider what Military Staff bonuses a nation can add to its division templates.
Adaptable exists, and most players playing a major will have used the tools at their disposal to grind out a general and field marshal both with the trait, as well as many others, to make terrain penalties mostly irrelevant. Rivers? Makeshift Bridges. Forts? Tanks destroy them already, and then you can put Siege Artillery on top of that for even faster destruction of forts. Only real problem is marshes and jungles because they make your general sick, but they're easy enough to go around and there aren't many of them in relevant places.However, armor effectiveness rapidly drops off in rough terrain not only because of the reduced attacker modifiers but also because of the negative terrain attack modifiers that hit armor very hard. Personally, I like the gameplay mechanic. Armor is not a cure all but rather part of a combined arms approach.
someone is seriously arguing in favor of Grand Battleplan in vanilla and advocating against the use of tanks.
@Putuna
I can't speak to MP. What I can say is allowing an EAI German AI to properly launch Operation Barbarossa is a pretty fearsome and a good challenge for moderately skilled SU players. I beat the AI by holding the relatively narrow Eastern Europe front rather than allowing breakthroughs and combat into Russia itself. GBD is well suited to that strategy. I also recommend you try a MAD Japan and attack with 25 battalion infantry divisions. With Yasuji Okamura and Supremacy of Will, a Japan player has access to a very nasty and cheap infantry division (FYI although the bonuses states "Defense +10%" this does boost breakthrough). As stated above, for a pure infantry division MAD is better than SFD, and is an excellent division comp for fighting in Asia and the Pacific.
@xsmilingbanditx
I agree the SU has a vast industry potential but you need time to develop it, particularly given your relatively poor infrastructure, and time is something the SU does not have. I have never been able to out industry Germany once it takes Europe and I suspect I never will.
I double checked Chondrite's EAI notes and I don't see anything to support your statement regarding combat nerfs (as to attrition, I believe EAI gives the option to reduce it for the AIs since they don't really understand the concept).. Yes EAI changes things but nothing to drastically affect tank combat. Armor divisions will absolutely flatten almost any defensive force on Plains terrain, as armor should. However, armor effectiveness rapidly drops off in rough terrain not only because of the reduced attacker modifiers but also because of the negative terrain attack modifiers that hit armor very hard. Personally, I like the gameplay mechanic. Armor is not a cure all but rather part of a combined arms approach.
To be fair, this entire thread is based on their experiences with eaimod, but then it also means that the conclusions aren't applicable to most players since it changes game balance a lot.Adaptable exists, and most players playing a major will have used the tools at their disposal to grind out a general and field marshal both with the trait, as well as many others, to make terrain penalties mostly irrelevant. Rivers? Makeshift Bridges. Forts? Tanks destroy them already, and then you can put Siege Artillery on top of that for even faster destruction of forts. Only real problem is marshes and jungles because they make your general sick, but they're easy enough to go around and there aren't many of them in relevant places.
Honestly, I can't believe it's 2020 and someone is seriously arguing in favor of Grand Battleplan in vanilla and advocating against the use of tanks.
GBP is the worst doctrine, not the best one.
Planning bonus is only usable to its maximum extent if you let the AI control your divisions for you, and it will never do so in an acceptable way. We don't even have the ability to set some parameters for it
I'm the kind of player that doesn't mind literally microing all my units and not using any kind of front line tool at all. Even as the Soviet Union; and even by my standards, it's just way too much micromanagement to benefit from battle plans for me to bother with.
I'm really crossing my fingers that 1.11 finally reworks this loathsome issue of planning bonuses into a more logical and less micro intensive way. That and a logistics rework. I've been waiting for the past 4 years for GBP to finally become something worthy of my desired playstyle.. we're still not there yet. But one day. I hope.
This thread should be closed down and taken down, it's utter nonsense from a clueless player.
The manpower it gives can be useful to certain minors but if you go down that path you're playing to lose less rather than playing to win. Volkssturm is a terrible doctrine path that assumes you will be taking heavy casualties, and the other bonuses given by mobile warfare don't assist a minor in taking fewer casualties, since minors can't afford to make lots of 17/3 heavy tanks.
The USSR pretty much needs to supply reductions of left side mass assault. It's literally made for them. Grand battle plan would be my second choice for it though.
- Grand Battleplan Doctrine (UK, France, Soviet Union)
- Superior Firepower Doctrine
- Mass Assault Doctrine (Japan)
- Mobile Warfare Doctrine (Germany)
- Can Do Whatever They Want (USA) / In a Tough Spot Regardless (Italy)
That is one use for it. If I do Deep battle, I use the extra 8 width to put in two artillery, AA, and AT. I've used tanks in the extra 8 width for great effect too on either side of it. Making the infantry blocks as china with infantry buff is a great synergy as you've said.You are correct about artillery, more about that below, but I wasn't arguing go MAD as soon as you see an Infantry MHC. Rather, I believe anyone who takes MAD really need an Infantry MHC to get the most use out of it since MAD is clearly built around an all infantry battalion division. Despite my artillery error, that opinion still stands.