From the most recent WWW I noticed when Daniel upgraded his parachute division his Org started at 95% and when he added Paras it had no affect (even though their stats say they add 0.9 Org each) but his support companies reduced Org as published. Work in progress...
Did anyone notice the new basic equipment on the German infantry tech screen? I suspect they'll be renumbered 1 to 4 in due course.
Look again. The given paratrooper template Daniel gets when unlocking paratroopers has one brigade with 3 battalions of paratroopers. On the stats it says 95 in organisation and 27 HP (Hitpoints).
When he adds a battallion to the 2nd regiment the organisation is still 95, but HP increases by 9. Defense increases by 19.6, breakthrough with 8.7, soft attack 6.6, hard attack 2.0 and suppression 1.0.
Organisation is not a sum. It is an average. So if you have 1 infantry with 20 ORG and 1 artillery with 10 ORG your division will have a total of 15 ORG. HP, Soft attack, Hard attack, defense and, breakthrough, armor, and piercing is a sum of all the divisions battalions (and support) stats.
@podcat has said that the combat mechanic is pretty much the same as in HOI3, just with a more informative screen.
So form my understandig on the HO3 combat mechanic it is as follows.
Division A attacks Division B. Both divisions shoots at eachother
- Each side of the battle randomly targets an enemy division, and will keep that target for the entire round.
- Each side of the battle will choose to attack the "soft" or "hard" aspect of its target based on its softness: a target with 70% softness has a 70% chance of receiving a soft attack.
- Both sides of the battle will fire at each other in sequence. The number of shots fired is based on the attack values, modified by attack effectiveness.
- The target then defends against the shots fired:
- Each division has defense points for the round, which are used to determined it the shot is a hit or a miss. The defender's "defense points", are its defense value multiplied by the defensive effectiveness. When defending units fire shots back at the attacking unit, the attacker uses "defense points" from its breakthrough value multiplied by defensive effectiveness.
- Each division will use one defense point for every shot fired at it. A defense point used creates an X (high) % chance the shot will miss.
- If a division has used all defense points in the round, then every shot fired has a X (low) % chance of missing.
Damage
- When a shot hits it will take a chunk of the enemy division HP (Hit Points). This will reflect in manpower and equipment loss. If one division looses 5% of its HP in the 1st fire phase it will only have 95% of it stats left for the 2nd fire phase
- When a shot hits it will also damage organisation. In Hoi3 the odds were in favor of more organisation damage than HP (in HOI3 manpower).
This means that if you add an artillery battalion to a German infantry division with 80 in ORG - the ORG will actually decrease because an artilllery battalion has lower ORG - but it will increase soft attack more then if you added another infantry battalion.
A divison with low HP's (fx one brigade paratroopers) will more quickly loose HP's than ORG and will perhaps shatter before running out of organisation. Organisation is purely a stat for how long a unit can fight before it has to retreat. Not how effectively it is in dealing damage.
Daniel said in the video that he doesnt like artillery because it decreases organisation and he wants his divisions to be able to fight longer. I disagree. A division with more firepower (soft attack, hard attack) will quicker destroy HP's and ORG on the russian divisions and get him quicker to victory.
Organisation is basically a defense stat. When you are out of ORG the division retreats and cannot reinforce it self into combat again (gets a penalty to reinforcement chance).