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Oh, well in my current game I have just been focusing CAS and Interceptors. I came into it thinking those were those were the only generally useful ones.
Definitely not my experience. When I go into Barbarossa, I go with four army groups. Each has one tac bomber, one interceptor dedicated to its area. The two CAS wings and at least two multi-role wings are moved where they can do the most good; CAS for clobbering armored/mobile concentrations, and MR for broad air superiority where interceptors might not cover, or where they might have been roughed up. None of the bombers take to the air until my fighter sweeps no longer encounter regular resistance, which means I've given the Soviet air force a bloody enough nose. The tac bombers bomb primarily infantry groupings, or in some cases log bomb escape routes so that they can't get out of my encirclements.
 
Definitely not my experience. When I go into Barbarossa, I go with four army groups. Each has one tac bomber, one interceptor dedicated to its area. The two CAS wings and at least two multi-role wings are moved where they can do the most good; CAS for clobbering armored/mobile concentrations, and MR for broad air superiority where interceptors might not cover, or where they might have been roughed up. None of the bombers take to the air until my fighter sweeps no longer encounter regular resistance, which means I've given the Soviet air force a bloody enough nose. The tac bombers bomb primarily infantry groupings, or in some cases log bomb escape routes so that they can't get out of my encirclements.
I think I'm far overdoing it on the airforce. Not even into 37' and I have 6 CAS wings. Like everything else I guess I'm just used to how it is in HoI4.
 
Six CAS wings does seem overbuilt in that area for late 1936; heck, for late 1940. In 1936 I'm still building a couple interceptors at a time and haven't yet built any CAS. I have figured out that a repeated build of 5 ART and 5 AT will enable me to reorganize all my starting infantry divisions, plus the ones I'll get from the Anschluss, to a standard of 2 INF/AA/ART. The big enchilada for 36 is the rocket test site, which costs a mint and takes all year, but I don't think you can build jets later on without one. I like jets, though there might be some doubt as to their efficiency.
 
...The big enchilada for 36 is the rocket test site, which costs a mint and takes all year, but I don't think you can build jets later on without one. I like jets, though there might be some doubt as to their efficiency.

I use the Rocket Test Site to divide my build queue. Everything above is in production and everything below is not. I will have at least one of each ship or plane type above in production and when completed I'll send the next of that type to the top of the queue. Although I add the test site at the start of the game but it will be late 37 to early 38 when its completed. By using it like this it becomes a tool to help stagger the start and completion dates for everything else down to individual brigades, such as upgrading the starting LArm to Arm and ensure that what's above stays in uninterrupted production.

For instance. The test site requires 28IC to build. A Battleship needs 10IC. If the test site is receiving 50% of its required IC, so 14IC, then I can move the next BB to the top of the queue without disrupting my other builds.
 
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Six CAS wings does seem overbuilt in that area for late 1936; heck, for late 1940. In 1936 I'm still building a couple interceptors at a time and haven't yet built any CAS.
I have 6 interceptor wings as well, I put a large focus on air force.
to a standard of 2 INF/AA/ART
I left the starting units alone and have been making 3 inf 1 art divisions, is that good or no?
 
I have 6 interceptor wings as well, I put a large focus on air force.

I left the starting units alone and have been making 3 inf 1 art divisions, is that good or no?

Except for naval airstrikes, carrier air groups, and log bombing, frankly, I think one would do all right without any air force at all as Germany. Not as well, but all right. The strategic bombing attacks don't have much impact; the ground attacks are annoying but not terribly destructive. But I build them anyway, because I can't stand just getting hit without having some means to fight back. Plus, if completely unopposed, enemy air might do more damage than I've ever let them. I just don't care to test the theory.

I do not recommend leaving the starting infantry divisions alone because 3 INF alone not only do not get the combined arms bonus, but they miss out on a fair bit of extra combat power by lacking ART. The main times the AT is a help would seem to be against the USSR and USA, but this misses a number of greater questions, starting with a greater combined arms bonus; the ability to field more divisions that cover more ground; faster training of your battle masters; lower cost; and so on. Plus, if there are no combined arms, I don't think a battle master's combined arms bonus can apply at all. I would much rather have a 2 INF/ART/AT division led by a level 1 battle master than a level 5 traitless wonder. (Germany gets two of those that are pretty good, starting at level 4. I assign them to heavy early action so that they will become battle masters and in von Weichs's case, likely to end up with at least three stars somewhere.) I find that some of the leaders are dumber than others and learn more slowly, all other things being equal. The smart ones go up pretty fast even if one doesn't use a gamey trick to vault them to great heights.
 
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CAGs are designed to be posted on Carriers, and when there on "CAG Duty" they work okay. They have half the "weight" of the normal aircraft, but they can hit the same. The issue is that using them from land bases denies them the capability to use their bonuses.
 
So would I just need to produce single ART units and attach them to the divisions?
I do it every time, except that I also create frankendivisions by stripping a brigade from each, combining those, and building ART/AT to complete them. There are advantages and disadvantages both ways. Another thing I do later on in the war is produce jäger divisions, which are INF/INF/AT. They have less combat power, as you'd expect, but are much easier to supply in lousy infrastructure regions where most of the opposition is less dangerous than the supply network.
 
What exactly do CAG's do? And can you even use them not on a carrier?
They are essentially fighter/bomber combination units. You can base them from land, but I'd keep them away from straight-up fights with enemy interceptors. Good for raiding convoys. They work best, of course, used as designed.
 
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As said, adding ART to a division gives it more firepower for the same frontage, adds a small combined-arms bonus, and adds the modest defensive values of the brigade to the overall division strength. Adding AT to a division instead of ART or one of the INF is highly situational. An AT brigade has almost NO Soft Attack (ENG is only slightly better), but not having an AT division (or an ARM or TD division) on hand when faced with attacks by enemy armor is not pleasant, so you do want some Hard Attack and Piercing somewhere nearby that can be called in to deal with those situations. AT is the cheapest solution, but you don't want it in every division. Similarly, an ENG brigade provides substantially less firepower than another INF brigade, but its performance and bonuses in river crossings and attacks into Forests or urban provinces make it nice to have when and where you need it. An attack by half a dozen divisions with ENG can break the Maginot Line fairly quickly, particularly with air support. I normally add AT to one division per 5-division Corps (2xINF+ART+AT) and ENG to another division (2xINF+ART+ENG), while the other 3 divisions are 3xINF+ART. You can also trick out your HQ with attached brigades, such as HQ+2xINF+AA, and the attached brigades will allow the HQ to actively engage (there are doctrines which increase its combat values), and use that to support attacks by the rest of the Corps. That gives your Corps Commander a lot of experience through the combats by its subordinate divisions plus from its own combats. You can quickly rack up a lot of high-skill leaders that way.

As also pointed out, each air unit has its own specialty. INT provide the most firepower against other aircraft, so they're the best tool for gaining air superiority or hitting enemy bombers. They can be used to support ground operations with ground attacks, but they're relatively weak at it; still, it beats having them sit and do nothing.

CAS provide a lot of Hard Attack against enemy armor, and are actually fairly good against ships close to shore, but are less effective against soft targets (the majority of your targets), and have relatively short range. They're actually reasonably cost-effective against soft targets, but highly vulnerable to defending INT, and the limited range makes it difficult to use them in the vast provinces in the east. As GER, I generally build one or two groups of 3xCAS for use against armor, but no more.

TACs are good against soft targets (I use these a LOT to support ground combats), have decent range, and are effective at disabling enemy Infrastructure or reducing enemy supplies getting through some bottleneck areas. Thanks to their long reach, TACs are also good for softening up partisan units, to the point where a single land brigade can simply stroll up and accept their surrender; I sometimes deploy a single MOT (a fuel-using unit) to scattered airfields in occupied territory, which allows me to rebase a 1xTAC there on short notice, and it will have supplies and fuel there waiting for it due to the MOT. Once the TAC begins bombing, the MOT races out to engage the enemy unit, usually arriving AFTER the enemy is completely out of ORG. You can cover a LOT of ground (like all of France) with a handful of MOT and one or two TAC, plus a few GAR in key ports and critical VP locations.

FTRs (Multi-role) are almost as good in air combat as INT, and are also decent at ground attack, plus have far more range than INT. Using them in places where INT simply won't reach is enough reason to build a few.

NAV have the range of TAC, or longer, and are optimized for anti-ship duty. They can be used to hit small fleets of enemy warships (in port or at sea), and to attack convoy routes, as well as to support land operations to some degree. Note that ALL enemy ships in a province will fire back at any planes which attack, so bombing a LARGE fleet can be painful.

TRA, as pointed out, are not only good for dropping Paratroops, they're a valuable backup measure for relieving supply shortages in critical areas, provided that you can maintain air superiority. Building an airfield, and deploying it after your Paras secure an area, can be a game-changer, which I try not to exploit.

STR is of questionable value, unless you build enough to hit multiple targets and reduce their functional IC before the last ones repair. Given enough STR, you could essentially reduce a country's production capacity down to its 5 points of off-board IC, but in small lots, it may cost you more in repairs than what it inflicts on the enemy. I've seen the SCW basically won by a group of STR, because there was no defense against them, and the Nationalists had practically every factory of theirs reduced to rubble. Go all-in or go home.

CAGs are best used on carriers, but can be land-based and used for any of a number of other roles: jacks of all trades, and masters of CAG Duty, a VERY powerful Offense/Defense mission only available to planes while based on a carrier.

Bear in mind that each plane you put in a group reduces the efficiency of the entire group. Depending on the mission, either each plane reduces efficiency by 10%, or else each plane OVER ONE reduces it by 10%, so the optimum group size depends on the mission. Note that 5 planes at 50% efficiency gives 2.5 times the firepower of a single plane (5 planes at -50% efficiency leaves 50% of 5), but 6 (at 40% efficiency) is only 2.4, so beyond 4 or 5 planes (depending on the mission) becomes counter-productive. The EXCEPTION is CAGs performing CAG Duty, which in that specific case suffer only a 5% penalty per plane. Normally, around 3-4 planes per group seems to be the most popular configuration, except for CAGs, where more is preferable. Incidentally, the penalties are capped at 90%, so in theory, you could field 30+ planes and actually outperform a group of 5, but the per-plane efficiency would be horrible.
 
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Infantry division structure is one of the core decisions for Germany (or anyone else that builds a lot of them). In the ideal world, you would have divisions to fit every campaign and combat situation. Better planners than me probably do just that. Failing that, they probably mix division mixes within corps as Kovax described. If I planned to do that, I'd stay with four divisions per corps, and would have two with AA and two with AT, teaming each up with its cousin and keeping them together.

I 100% agree with adding a single combat brigade to HQ units, every last one. INF for infantry corps; CAV for all the others, from port guard corps to armored corps (until I can afford MOT) to theater HQs. Reason 1: Partisan ambushes won't automatically defeat them. Reason 2: I can throw them into battle for extra firepower and experience.

Here's a thought: how you design the divisions, within reason, is probably less important than keeping them updated. I've gone into France with half my infantry divisions still at level II, and it was slow going for them. More modern divisions would surely have made a better showing. And you can expect the USSR to keep its equipment updated, I find.
 
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I 100% agree with adding a single combat brigade to HQ units, every last one. INF for infantry corps; CAV for all the others, from port guard corps to armored corps (until I can afford MOT) to theater HQs. Reason 1: Partisan ambushes won't automatically defeat them. Reason 2: I can throw them into battle for extra firepower and experience.
Most of the post seems sensible, but I have to disagree with adding CAV to a HQ, at least until rather late in the war. There's a doctrine in the armor group that increases the speed of HQs by +0.5, but most countries start out with HQs traveling at a speed of 3, while Infantry moves 4. Germany starts with 2 levels researched, so its HQs move at 4. Until you research the 3rd level of that doctrine, your HQ division will not move any faster than an INF brigade. Since CAV costs more than INF and fights less effectively, there's no reason to use it in that role where its ONLY significant advantage (speed) is negated.

AA is somewhat effective at inflicting ORG damage (and pitifully little Strength damage) to aircraft that attack your divisions, but unless you're expecting to be firmly on the losing side in the air war, fielding INT is a more effective way of protecting your ground troops from enemy bombers. Using AA in 2 divisions per Corps means 2 less brigades of something that could be dealing significant damage to the enemy, such as ART or another INF brigade. The ART would provide more raw firepower with no additional Frontage, while the INF would be more resilient. AA delivers significantly less ground firepower than either, and adds much less Toughness and Defensiveness. Playing France, AA can provide some cover against repeated bombing, but as Germany, you're much better off with more aircraft, at least until your forces get within range of the UK's airfields.
 
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I admit that adding CAV to HQs is an unconventional choice. Here is my logic:

There won't be much combat power from a single brigade anyway, unless it were HARM. It will usually be joined by two to four full infantry or mobile divisions.
The HQ will nearly never be fighting alone against enemy frontliners.
I don't want to mess with having to refit the HQ escorts (let's call them) later in the game, so I accept them being slower (at first) than the CAVs could otherwise move.
For the most numerous HQs--infantry corps--I use INF, not CAV.
As GER, I will reach the HQ speedup doctrine before many countries would.
Management is easier when I know I will have only three types of HQ escorts: CAV, INF, and (later) MOT (for mobile formation HQs).
 
There are only a few brigade types that I would add to an HQ, and MOT is not one of them anymore. I attach things that are slow (INF, HARM, AT/AA etc) because it takes so long for the HQs to catch up in speed.
 
I've found a downside to HQs becoming faster than their associated divisions in that they arrive in the captured province first and sometimes have to fight the enemy counterattack alone. If they lose before the divisions arrive and reinforce, it's not that big a deal, but the problem comes if the divisions show up but have not yet entered battle as reinforcements. If that happens, when the HQ loses and retreats, so do the divisions. Sometimes when I find that this is likely, I just cancel the HQ's movement and restart it (so they are sure not to arrive early in the first place) or retreat them prematurely (thus I get to choose which province they retreat to, and when the divisions arrive, they should be able to hold the ground).
 
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As Germany I add 2Inf+Art to all my HQ's. Having Army and Group HQ's that can lead an attack against Countries like Poland and Yugoslavia gives a lot of xp to their leaders early war. I also like to have a few 2Inf+Art Divisions sitting on ports and important places with Garrisons so that I can immediately integrate them into HQ's when created.
 
I've considered creating ART/ART/INF as corps troops, meant to be thrown in where extra blastulation is needed. Not sure how helpful they would be.
It's so broken it's almost an exploit.

Given how frontage works, you can easily take 11 divisions of 1xINF 3(or 4)xART and attack almost any province in the game, and have it steamrolled in days, if not hours. Add a few more if attacking from multiple directions, and even your "no hard attack penalty terrible survival time" units will smash through dug indefenders of HARM and ENG.

But as was said about the STR bombers above, it's go big or go home. A single brigade of 1xINF 2xART isn't going to change most fights outside of a NatCHI MilSwarm, but go all in and opposing forces all run out.