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Pro_Consul

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As the wiki article should make clear, it depends on who you are playing and what kind of strategy you intend to pursue.
 

Thistletooth

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Infiltration is by far the best.

Operational Stages: +15 Org, cheaper mobile troops

Attritional Containment: +5 Org, +25 Morale, cheaper Artillery

Infiltration Assault: + 50% Morale, cheaper marines and militia, pricier armor, +50% night movement and combat

With Infiltration, you'll be fighting better at night than the enemy will, even if you're the attacker, and your armies will be moving 25% faster. It's no contest.

That said, I go nation-specific for flavor. France/Russia/China = Attritional, Britain/Italy = Operational, Japan/China = Infiltration
 

GAGA Extrem

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Thistletooth said:
Infiltration is by far the best.
[...]
Infiltration Assault: + 50% Morale, cheaper marines and militia, pricier armor, +50% night movement and combat
Its a shame, that it doenst apply on militia, since japan is building some of this guys... :(
...but you are right, i totally agree that infiltration is a most useful doctrine! And beside the night bonuses, you get high ambush- and delay chances.

Here you can find an overlook on ground doctrine, compared by bonuses & costs:
http://rapidshare.de/files/20735805/Land_Doctrines_1.3b.xls.html
Just click on "Free" at the bottom right and w8 until your download is ready.
Have fun :D
(Based on HoI 1.3b)
 

Thistletooth

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GAGA Extrem said:
Its a shame, that it doenst apply on militia, since japan is building some of this guys... :(

Awww...don't be down. Just edit it into your game if you think they deserve it. db/techs/land_doctrines_tech.txt

Quick follow-up: This is from the entry in the text file above:

command = { type = night_move which = infantry value = 40 }
command = { type = night_move which = paratrooper value = 40 }
command = { type = night_move which = marine value = 40 }
command = { type = night_move which = bergsjaeger value = 40 }
command = { type = night_move which = artillery value = 40 }
command = { type = night_move which = anti_tank value = 40 }
command = { type = night_move which = anti_air value = 40 }
command = { type = night_move which = engineer value = 40 }
command = { type = night_attack which = infantry value = 40 }
command = { type = night_attack which = paratrooper value = 40 }
command = { type = night_attack which = marine value = 40 }
command = { type = night_attack which = bergsjaeger value = 40 }
command = { type = night_attack which = engineer value = 40 }
command = { type = night_defense which = infantry value = 40 }
command = { type = night_defense which = paratrooper value = 40 }
command = { type = night_defense which = marine value = 40 }
command = { type = night_defense which = bergsjaeger value = 40 }
command = { type = night_defense which = engineer value = 40 }

Does this mean that any unit (tanks?) with engineers attached would have their night_attack greatly improved to the same level as vanilla infantry? What about an infantry division with engineers attached, would they get a double bonus?
 

GAGA Extrem

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Thistletooth said:
Awww...don't be down. Just edit it into your game if you think they deserve it. db/techs/land_doctrines_tech.txt
Nah, i play vanilla, if i would start editing, i would have to add Mil III, Gar IV and to edit NaBos, Tanks and brigades first :D

Thistletooth said:
Does this mean that any unit (tanks?) with engineers attached would have their night_attack greatly improved to the same level as vanilla infantry? What about an infantry division with engineers attached, would they get a double bonus?
Gimmi a sec, i ill run a short game...
 

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Thistletooth said:
Does this mean that any unit (tanks?) with engineers attached would have their night_attack greatly improved to the same level as vanilla infantry? What about an infantry division with engineers attached, would they get a double bonus?

No actually, as brigades can't have combat modifers, the modifiers default to the nearest divisions, which are armour, fighters and cavalry from memory.

Load up as Japan in 1944 and check the modifiers for fighters night move if you don't believe me.
 

Thistletooth

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Gjerg Kastrioti said:
No actually, as brigades can't have combat modifers, the modifiers default to the nearest divisions, which are armour, fighters and cavalry from memory.

Load up as Japan in 1944 and check the modifiers for fighters night move if you don't believe me.

So there's absolutely no reason for those entries to be there?
 

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Thistletooth said:
So there's absolutely no reason for those entries to be there?
The save file at least doesnt show any brigade modifications...
 

unmerged(42282)

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Attritional Containment: +5 Org, +25 Morale, cheaper Artillery
Gotta love it, org and morale.
And also cheaper artillery. And yust think of what the doctrine means IRL, ww1 assualts for eveybody! :).
By the way, you forgot to say it also gets a wicked assualt chance!
 

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Sirex1 said:
Attritional Containment: +5 Org, +25 Morale, cheaper Artillery
Gotta love it, org and morale.
And also cheaper artillery. And yust think of what the doctrine means IRL, ww1 assualts for eveybody! :).
By the way, you forgot to say it also gets a wicked assualt chance!

I'd take Ambush over Assault, m'self.

However, Attritional Containment honestly isn't that bad. Along with Infiltration, it's the only doctrine path that doesn't eventually raise the cost of Infantry or Artillery. Combined with the final Grand Battle Plan doctrine tech, by the end of the war, you could end up with 3-4 IC Infantry with 2-3 IC Artillery attached, going into battle with Org=105 and Morale=125, assaulting all over the damn place with your supposedly "weak" French doctrine path.

Freakin' scary giant steamroller of death!
 

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Thistletooth said:
Combined with the final Grand Battle Plan doctrine tech, by the end of the war, you could end up with 3-4 IC Infantry with 2-3 IC Artillery attached, going into battle with Org=105 and Morale=125, assaulting all over the damn place with your supposedly "weak" French doctrine path.

Freakin' scary giant steamroller of death!
Yet you have to pay insane amounts of supply for your troops...
Inf costs 1 Supply, Art another 0.4, that makes 1,4 Supply per division. Andif you do not trade for the supply, that means about ~0,25 IC permanent supply cost...
Besides you are slow. Hell, even turtles are faster than my men... :wacko:
 

unmerged(42282)

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GAGA Extrem said:
Yet you have to pay insane amounts of supply for your troops...
Inf costs 1 Supply, Art another 0.4, that makes 1,4 Supply per division. Andif you do not trade for the supply, that means about ~0,25 IC permanent supply cost...
Besides you are slow. Hell, even turtles are faster than my men... :wacko:

UK always give supply to france, and later on USA give supply so that's not a real proplem.

You are not that slow, you are a steamroller.
Everything that Thistletooth said is so true.
Gotta love it, but with this doctrine you really need to group tanks with infantry so they can really defend a province and extra punch.