Okay, editting this to bring actual/factual information to the top for others to read (old question is in bottom of post)
1) Division capacity of Generals: Mj.=3, Lt.=6, General=9, FM=12 (note, this is different from HoI2)
2) Each province uses the highest rank commander for leading troops when attacking, so
2a) 9 divisions defending from attack formed as 3 Divions under 1 Mj., and 6 under 1 Lt.. They will all use Lt. Gen as leader, meaning all divisions gets bonuses according to their commander and no stacking penalty.
2b) Same 9 divisions, but only Lt. Gen attacking (so 6 divisions) adjacted province, all gets full leader bonus and no stacking pen.
2c) Same 6 divisions under Lt. Gen attacking province, joined by neighbour Lt. Gen attacking with 6 divisions, all would get bonuses as they attack from different provinces, but if the Mj. commanded units joined the attack (from same province), none of these units would get bonuses, and would suffer stacking penalty.
3) HQ lead by Gen/FM doubles all surrounding (and so also affecting adjacted province leaders attacking provinces NOT adjacted) command capacity (Mj.=6, Lt.=12, General=18, FM=24), thus enabling 3 adjacted provincens attacking 1 province to attack it with 72 divions (if each is lead by FM)
They also give a substantial bonus to supply/recovery
4) HoI2 has combined arms bonus (soft+hard divisions attacking together) but tDarkest Hour has not.
ARM is still great for punching through lines, but unless you can achieve near instant breakthrough, it's a bad way of using ARM because they'll not have enough strength to exploit the opening, and/or hold it against enemy counter-attacks untill your infantry have arrived to fill the opening.
True to real combat, ARM is best used to counter attack (before enemy is entrenched) or at full speed encircling/hitting weak units. ARM engaged in static combat is not used properly.
I love this game...
Feel free to correct me, will keep updating topic if people have additions/corrections.
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Old post
Not sure when I picked up my "habbits".
--------------
1)
But I am used to stacking divisions in 3's, 3 infantry, 3 mots etc... I will do smaller to garison, exploit openings etc... but for normal attacks, I stack 3.
For these (corps? groups?), for simplicity lets call them groups, I use General Majors.
When I conduct assaults using 2+ groups (either from same land, or from several), I will (try to) make sure either of this is true:
a) I support with an HQ unit, using a Lt. Gen+ (that has high enough rank to lead the amount of units engaged in combat)
b) One group has a higher rank general, so he (I guess) leads the assault
--------------
2)
I make groups of either:
a) 2 MOT's and 1 tank division, with attached brigades (never ART though, as they slow down, making the whole group lose it's purpose)
b) 3 MOT's with tank/eng brigades
I do the above, because one HoI had a "Combined Arms" bonus...
--------------
Not trying to be gamey, so not looking for some loophole. Just want to run my armies like an intelligent Field Marshal would do.
1) Division capacity of Generals: Mj.=3, Lt.=6, General=9, FM=12 (note, this is different from HoI2)
2) Each province uses the highest rank commander for leading troops when attacking, so
2a) 9 divisions defending from attack formed as 3 Divions under 1 Mj., and 6 under 1 Lt.. They will all use Lt. Gen as leader, meaning all divisions gets bonuses according to their commander and no stacking penalty.
2b) Same 9 divisions, but only Lt. Gen attacking (so 6 divisions) adjacted province, all gets full leader bonus and no stacking pen.
2c) Same 6 divisions under Lt. Gen attacking province, joined by neighbour Lt. Gen attacking with 6 divisions, all would get bonuses as they attack from different provinces, but if the Mj. commanded units joined the attack (from same province), none of these units would get bonuses, and would suffer stacking penalty.
3) HQ lead by Gen/FM doubles all surrounding (and so also affecting adjacted province leaders attacking provinces NOT adjacted) command capacity (Mj.=6, Lt.=12, General=18, FM=24), thus enabling 3 adjacted provincens attacking 1 province to attack it with 72 divions (if each is lead by FM)
They also give a substantial bonus to supply/recovery
4) HoI2 has combined arms bonus (soft+hard divisions attacking together) but tDarkest Hour has not.
ARM is still great for punching through lines, but unless you can achieve near instant breakthrough, it's a bad way of using ARM because they'll not have enough strength to exploit the opening, and/or hold it against enemy counter-attacks untill your infantry have arrived to fill the opening.
True to real combat, ARM is best used to counter attack (before enemy is entrenched) or at full speed encircling/hitting weak units. ARM engaged in static combat is not used properly.
I love this game...
Feel free to correct me, will keep updating topic if people have additions/corrections.
----------------------------------------------------------------------------------------------------------------
Old post
Not sure when I picked up my "habbits".
--------------
1)
But I am used to stacking divisions in 3's, 3 infantry, 3 mots etc... I will do smaller to garison, exploit openings etc... but for normal attacks, I stack 3.
For these (corps? groups?), for simplicity lets call them groups, I use General Majors.
When I conduct assaults using 2+ groups (either from same land, or from several), I will (try to) make sure either of this is true:
a) I support with an HQ unit, using a Lt. Gen+ (that has high enough rank to lead the amount of units engaged in combat)
b) One group has a higher rank general, so he (I guess) leads the assault
--------------
2)
I make groups of either:
a) 2 MOT's and 1 tank division, with attached brigades (never ART though, as they slow down, making the whole group lose it's purpose)
b) 3 MOT's with tank/eng brigades
I do the above, because one HoI had a "Combined Arms" bonus...
--------------
Not trying to be gamey, so not looking for some loophole. Just want to run my armies like an intelligent Field Marshal would do.
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