I prefer making 4 horses, or 4 armored cars even some Super heavy armor with 2 milita and 1MP to police the milita to make sure they got their pitchforks pointing the right way. Never be too sure with milita..
Your opinion is not supported by historical facts at all. You just have to look at every major nation in WWII and see what their infantry divisions are made of. 3 infantry regiments (brigades for Britain) + 1 artillery regiment. An infantry division cannot be considered without an artillery component (most often a regiment = brigade in hoi3 terms). I am just glad that the game encourages the use of artillery by the player. It is realistic. (What is not realistic is the use of TD in armoured divisions. TD was historically used to increase the AT capabilities of infantry divisions).
Of course there were other smaller support units, like AT, engineer, recon, AA, but they were too small to be depicted in HOI3, so we can assume that their effects are included in the stats of the basic infantry brigade/regiment.
Great discussion! I was working on similar calculations. One thing that doesn't seem to be much mentioned is the effect of weather and/or terrain. For example, attacking in jungle and forest, that arty brigade is going to cause a -0.3 modifier. Heavy armor in particular fairs poorly attacking in almost all non-plains terrain.
Great tables and great calculations!
Hopefully one day we could have an excel table where we select the technology level year and do similar comparisons =).
How about Inf with TD or Inf with HA or SHA?
Or Mech/Mot with TD?
JM
Great discussion! I was working on similar calculations. One thing that doesn't seem to be much mentioned is the effect of weather and/or terrain. For example, attacking in jungle and forest, that arty brigade is going to cause a -0.3 modifier. Heavy armor in particular fairs poorly attacking in almost all non-plains terrain.
I have a question... I know most brigade attributes add to the divisional value (soft attack, defense, etc) and at least one is averaged (softness). Are there other values that don't just add up? What about terrain effects? For example, is a division with 3 heavy armor brigades penalized more at a river crossing than a division with just 2?
Also, where can I look up a table of modifiers for units? And are modifiers stacked, and how do they work across a division. I.E. does an infantry brigade get a negative terrain bonus from an armor brigade if they are fighting in the mountains?
Interesting stats, but it leaves out one important aspect of the combat system.
Each "round" of combat, each DIVISION involved has a chance to fire... thus having 4 divisions against your enemies 3, gives you a clear advantage.
I've taken it a step further, and created divisions of TWO Combat Brigades, followed by 2 or 3 support Brigades (depending on what tecks I'm working on). Thus having FIVE shots per round as there are 10 frontline 'slots' per province front, and my unit frontage per division is TWO.
This can add to the amount of Brigades involved in the combat... but even 5 divisions of 5 Brigades is only a 25% decrease in combat power.... vice 4 divisions of 5 brigades which would give you a 20% decrease...
I'll take a 20% increase in firepower over a net 5% penalty anyday.
I also often add 2 Combat Brigades to HQ units... it decreases the firepower of that unit... but makes it a very good Second Line unit used to clean up the "leakers" (enemies who manage to retreat back into your lines).
I'm not claiming the build is superior - I'm looking for reason to justify building or having just Combat Brigades in a division like with the starting OOBs.
For some reason - as you say - most countries didn't attach massive numbers of artillery to divisions .. so there must have been a historical reason for that - whether cost effectiveness, logisitcs or doctrine .. yet in Hoi - it seems that the support brigade is a simple accessory to take, rather than - for want of a better word - a luxury.
Someone previously said above, words to the effect "Glad 3 Inf 1 Art fairs well - that was my preferred set up" .. to me, if your building a bog-standard infantry division its a no brainer to add a support brigade to it of whatever type you choose (from a HOI 3 gaming perspective, that is) .. but obviously "something" historically made our real-life counterparts decide to just go with combat brigades as the OOBs show .. and it appears that that "something" isn't modelled in HOI 3 if there is no combat benefit to be had with the set-up of just 3 Inf ..
I look at it as "all those Officers that I'm not spending on ART brigades"... 100 Officers each!All that art I am not buying is probably one of the ways I always wind up with a bigger navy than most others seem too
Morale increases the rate at which units regain lost Organization.... what are the effects morale in the game?
OK, see if this link works...http://www.mediafire.com/file/00m2zdjjzdd/HOI3 Unit Comparisons.xls
This has brigade stats by tech year and terrain data.
If I've made any errors, please let me know. (for example, I forgot AT brigades)
As a nuclear physicist I certainly like the idea of quantitative analysis, but in this case I have a feeling that this makes it easy to miss the main point. The best design, either here or in the real world, is not one that provides the best theoretical parameters, but is most suited to its purpose.
In the game there are three main roles for ground units
1. Holding ground
2. Breakthrough / counterattack
3. Exploitation / encirclement
For holding, one benefits most from putting 12 combat brigades per square. On the front line, this is most efficiently done with infantry. Since the holding mission is essentially defensive, in most circumstances it makes no sense to add units like artillery, since one cannot be sure that they will be used efficiently.
For breakthrough and counterattack in critical sectors, on a few selected points of your choice, one wants to maximize hardness, within the limits of the combined arms bonus. The obvious late war choice here is:
3 Arm + 1 Mot, (Armor)
where the speed limited by Mot. Diluting the armor will not help very much, since the number of meaningful breakthrough points is usually limited, and stronger units will suffer less casualties. These units are expensive, but not many are needed.
For exploitation, the most important factor is speed. Here nothing can beat
3 Mec + 1 L. Arm, (Mechanized)
where the main purpose of the L. Arm is to provide combined arms. Such units are also very capable of holding ground, making them perfect for encirclement. In fact, their high speed often makes them very effective also for breakthrough, since they can choose the weakest spot for attack, or as a strategic reserve to reinforce the front line where needed. A relatively large number of these divisions can be built.
The four-brigade divisions allows an efficient use of your leaders, especially for the Armored and Mechanized divisions. For the infantry, it means that a division can easily be split in two, providing optimal tactical flexibility. If one has leadership points to spare for the extra research, a support brigade can be added to the Armored or Mechanized divisions to allow further concentration of firepower in critical sectors. However, only SP R Art can really keep up with the latter. For the Armor, SP Art (or even AC) could work without a hit in speed (albeit with some reduction in hardness).
Before Mec units become available, and Arm can start keeping up with Mot, a good combination is
2 L. Arm + 2 Mot,
which can be split up in two as required. The component brigades can later be used for Armored and Mechanized Divisions.
Clearly, one can find other configurations that will be useful for one role or another. However, if leadership is a limited resource, one will in general benefit most from maxing out the bonuses to the units of which one has the largest inventory. Thus, a balanced inventory of fully developed units (in tech and doctrine), grouped to excel at the most common and important tasks, will usually provide you a greater actual advantage than seeking the "perfect" combo...
Note: Mtn, Mar, and Para are a special case since they share the base techs of Inf, adding only a limited amount of addition research for someone who needs their special abilities.
Each "round" of combat, each DIVISION involved has a chance to fire... thus having 4 divisions against your enemies 3, gives you a clear advantage.