• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Apr 13, 2020
853
227
Signal company boosts initiative, which is important if you are fighting in a maxed width battle and you have tons of divisions waiting behind reserves for reinforcement. When all your frontline divisions get repelled easily due to strong enemy defense, you may want another division(s) to quickly reinforce from reserve once a certain combat width is available. This will keep your battle running so that eventually the enemy lost out due to attrition on organisation and combat strength.

Note that this "guide" applies to battle where combat width is your only limiting factor for your otherwise overwhelming strength (manpower, firepower).

Take a look at the example below. I have 24 infantry divisions (average organisation is 41.9). The enemy has 4 frontline divisions and 1 in reserve. I have overwhelming airpower (200 CAS, 400 TAC)
and naval support (3 battleships). My four frontline divisions were unable to dislodge them (the marker is red; number is 83), and they quickly lose organisation one by one. Luckily, some of my infantry reserves were able to reinforce in time before the last frontline division dropped out. I already have 9 infantry divisions that have lost organization and withdrawn from the battle. Had not my reserve divisions have a decent reinforcement chance (7%), I would have lost the entire battle before the rest of my troops could come out and fight. This allows me to stay in the fight, until the enemy completely ran out of organisation and combat strength. As a result, I was able to take the island with the remaining 15 divisions.

If my divisions have a signal company, I am able to boost my reinforcement chance by 14%, allowing me to end the battle quicker as I will receive more reinforcement in time. For example, if the combat width available is 40 (Due to two frontline divisions dropping out), I am able to receive two new divisions, instead of one. Let me know what you think!

Disclaimer: I am not a pro player. Just a veteran "soldier" who has made a lot of mistakes. So my "guide" comes from hands-on experience. I am sure there are more professional guides out there.


1590467829631.png
 
Last edited:
  • 3Like
Reactions:

KDEstroy

Captain
38 Badges
Feb 23, 2018
499
446
  • Stellaris: Distant Stars
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Darkest Hour
This would only apply to naval invasions. For land battles, if you were the attacker, and 4 of your frontline divisions all lose their organization before your reserves have time to reinforce, then you can attack again immediately after the first battle ends, with troops at full org. Perhaps unrealistically, signal companies are far more useful for the defender than the attacker. They do buff planning speed but the effect isn't large.
 
  • 3
  • 2Like
  • 2
Reactions:
Apr 13, 2020
853
227
This would only apply to naval invasions. For land battles, if you were the attacker, and 4 of your frontline divisions all lose their organization before your reserves have time to reinforce, then you can attack again immediately after the first battle ends, with troops at full org. Perhaps unrealistically, signal companies are far more useful for the defender than the attacker. They do buff planning speed but the effect isn't large.

That sorta makes sense. Thanks!
 

Simon_9732495

Lt. General
25 Badges
Feb 28, 2020
1.612
4.188
  • Crusader Kings II
  • Crusader Kings III
  • Europa Universalis IV
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Common Sense
  • Victoria 2
  • Cities: Skylines
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Prison Architect
  • Stellaris
  • Hearts of Iron III
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
Another tipp for naval invasions:
It's better to plan 6 times the same invasion with 4 units each. (Side effect: The planning is 6 times faster.)
Then you can start only the first invason and wait until it deorgs. You time the second invasion that i arrives short after the first one stops attacking. (Also called circling naval invasions).
Due to the low naval attack values it is important that the fight lasts long and your CAS can grind down the enemy and he cannot gain org.
If you invade with 24 Divisions it can happen at some point that 4 divisions leave the battle at the same time and the battle is over and all 24 sail home. Then the enemy can regain org and you have to start at the beginning.
 
  • 3
  • 2Like
Reactions:

Kryndude

Lt. General
60 Badges
Mar 3, 2015
1.580
1.456
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Lithoids
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
I've said this before on a reddit thread, but SIGs are only worth it in multiplayer and for high priority troops, i.e. tanks. In singleplayer, you can reset the battle with the units you want by canceling the attack, so you get a limited use of SIG only in defensive battles, which you shouldn't have a problem with against the AI anyways. Even in MP, regular infantry joining the fight 2~6 hours earlier on average depending on tech level (starts out as 6 or more and quickly decreases to 2 as you gain more reinforce rate modifiers) isn't worth the extra cost imo.
 
  • 3Like
  • 3
  • 1
Reactions:
Apr 13, 2020
853
227
I've said this before on a reddit thread, but SIGs are only worth it in multiplayer and for high priority troops, i.e. tanks. In singleplayer, you can reset the battle with the units you want by canceling the attack, so you get a limited use of SIG only in defensive battles, which you shouldn't have a problem with against the AI anyways. Even in MP, regular infantry joining the fight 2~6 hours earlier on average depending on tech level (starts out as 6 or more and quickly decreases to 2 as you gain more reinforce rate modifiers) isn't worth the extra cost imo.

Thanks for the input! I have never really found any use in signal until this naval invasion. Thought it is cool that you get faster reinforcement to breakthrough the line (with less micromanagement need).
 
Apr 13, 2020
853
227
Based on some of the responses here, I have gathered that while signal company has not found any mainstream use, it is definitely useful in "critical situation" like my example above, when you need the extra "push".

Of course, there are other easier ways to circumvent its use, as Simon suggested.
 

Zwirbaum

(Formerly known as Zwireq)
105 Badges
Jun 2, 2011
4.451
2.251
35
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron III
  • Heir to the Throne
  • Magicka
  • Sengoku
  • Victoria: Revolutions
  • Rome Gold
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis III Complete
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Teleglitch: Die More Edition
  • Victoria 2
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • 500k Club
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Colonel
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Holy Fury
  • Steel Division: Normandy 44
  • Europa Universalis IV
  • PDXCON 2018 "The Emperor"
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: No Step Back
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Europa Universalis III Complete
  • Shadowrun Returns
  • Shadowrun: Dragonfall
In your picture dont the Greek's have more the initiative? That's what the arrows are under the General?

In infinite Paradoxian wisdom, Initiative stat bestowed by Signal Companies, affect Planning Speed and Reinforce Rate has nothing to do with 'Initiative' marker on the General, which means he will be able to re-roll the tactic in hope to counter enemy tactic. Aka, same word for two different modifiers/effects.
 
  • 7
  • 2Like
Reactions:

Zwirbaum

(Formerly known as Zwireq)
105 Badges
Jun 2, 2011
4.451
2.251
35
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron III
  • Heir to the Throne
  • Magicka
  • Sengoku
  • Victoria: Revolutions
  • Rome Gold
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis III Complete
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Teleglitch: Die More Edition
  • Victoria 2
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • 500k Club
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Colonel
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Surviving Mars
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Holy Fury
  • Steel Division: Normandy 44
  • Europa Universalis IV
  • PDXCON 2018 "The Emperor"
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: No Step Back
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Europa Universalis III Complete
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • 1
Reactions:

Kryndude

Lt. General
60 Badges
Mar 3, 2015
1.580
1.456
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Lithoids
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
In infinite Paradoxian wisdom, Initiative stat bestowed by Signal Companies, affect Planning Speed and Reinforce Rate has nothing to do with 'Initiative' marker on the General, which means he will be able to re-roll the tactic in hope to counter enemy tactic. Aka, same word for two different modifiers/effects.
If the general with higher initiative re-rolls, then does that mean he can end up with worse tactic than what he originally had?
 
  • 1
  • 1
Reactions:
Apr 13, 2020
853
227
If the general with higher initiative re-rolls, then does that mean he can end up with worse tactic than what he originally had?

According to wiki, "The side with initiative will pick their tactic after the other side, and if a tactic is available to counter the other side's tactic its weight will be multiplied by 1 + 0.35 * difference in skill points."

My guess is that the tactic available to counter the other side's tactic will have a higher chance of getting selected.
 
  • 2Like
Reactions:
Apr 13, 2020
853
227
Another tipp for naval invasions:
It's better to plan 6 times the same invasion with 4 units each. (Side effect: The planning is 6 times faster.)
Then you can start only the first invason and wait until it deorgs. You time the second invasion that i arrives short after the first one stops attacking. (Also called circling naval invasions).
Due to the low naval attack values it is important that the fight lasts long and your CAS can grind down the enemy and he cannot gain org.
If you invade with 24 Divisions it can happen at some point that 4 divisions leave the battle at the same time and the battle is over and all 24 sail home. Then the enemy can regain org and you have to start at the beginning.

Regarding this, I have found that a fully researched marine technology will increase your breakthrough rate by reducing the terrain penalty from 30% to 20%. And this is a HUGE difference. In my current campaign, I was unable to conquer Ireland with 16 marine divisions even though they have only two divisions guarding the capital port. But once I upgraded from level 1 to level 3 for marine technology, I could do it with ease!

Edit: NOT marine technology, but max Engineering company. The max marine is not essential, but it helps to boost soft attack and organisation. At this late game, it is better to have both researched since you are navy-focused nation.


1591201479558.png
 
Last edited:

CrackingShow

Captain
62 Badges
Apr 6, 2011
383
902
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV Sign-up
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Age of Wonders II
  • Stellaris
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • Stellaris: Humanoids Species Pack
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Regarding this, I have found that a fully researched marine technology will increase your breakthrough rate by reducing the terrain penalty from 30% to 20%. And this is a HUGE difference. In my current campaign, I was unable to conquer Ireland with 16 marine divisions even though they have only two divisions guarding the capital port. But once I upgraded from level 1 to level 3 for marine technology, I could do it with ease!

Edit: NOT marine technology, but max Engineering company. The max marine is not essential, but it helps to boost soft attack and organisation. At this late game, it is better to have both researched since you are navy-focused nation.


View attachment 584750
Or skip the engineers and add a tank battalion to the Marines, they'll have good breakthrough that way.
 
  • 1
Reactions: