Why Space marines are not overpowered, and how you can easily counter them

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pro.gamer.69

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The thing I like in particular is that it seems that the guns available on tanks will be identical to the guns in the artillery/aa/at tree. And the exp spent on a tank is just to choose which gun out of all those you've unlocked will be on the tank. This means that towed AT and tank destroyers theoretically should have identical piercing/hard attack, no more magically putting an extra 50% attack on your TDs so that they always have better stats than the towed variants.
Exactly, though I'm curious as to how this will work for the upper-level guns (the ones which only historically fielded in tanks). Will they just have a movement speed of 2 and be overrun by infantry?
 
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I didn't play MP at the time so I wasn't super clued in to things, but were arty at the time really that much better?
Yes. Current arty3+40% is 47.6 soft attack, while before the rebalance it was 66. That is almost 39% more soft attack at top tier. That is a lot of damage. This meta died because they nerfed the arty so hard.
 
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Simon_9732495

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TL;DR at the bottom because this will be a little long

Some people seem to hold the belief that Space Marines (infantry division mixed with Heavy TD, sometimes with artillery) are overpowered. So I played around with some tests, and found that Space Marines are actually quite easy to counter, even when they are on the defense. Yes, that's right, there's a foolproof strategy to defeat SM divisions, even when you are attacking. But first, here are my test results.

This is our Space Marine

View attachment 712156


A fairly average template, also not coincidentally discussed in another post. The HTD is 1943 modified with +5 gun, +3 reliability. Fully researched Superior Firepower (right side) doctrine (plus the first Grand Battleplan tech since Italy starts with that and I don't know how to get rid of it with command), infantry and artillery techs researched up to 1943.

This is what we will use to defeat the SM division:

View attachment 712157

you will notice that this division is significantly cheaper than SM - only 1110 IC vs 1932 IC. In this test, 6 SM will fight against 6 normal infantry division, so that leaves 4932 IC left over. We will use that to build 190 CAS bombers, 1944 model with +5 bombing, +2 range. +3 reliability. France in this case researches GB right path, plus the first 5 doctrines of Battlefield Support Air doc. Both doctrine trees are considered to be non-meta. French troops have 65% planning bonus, compared to 40% entrenchment for Italians.

In addition to forces described, both Italy and France gets 400 1944 fighters. Italy will set fighters to interception, in order to intercept French dive bombers. Battle takes place on a plain (not desert) province in Tunisia. Neither side has any buffs from high command, intel, advisors, generals, etc.

Let the battle begin.

View attachment 712168

It was very close, but French troops managed to defeat the Space marines.
View attachment 712172


As you can see, Italy lost a fair amount of Heavy tank destroyers. Yes, I changed the names of the equipment.

Now, you might be thinking that this test is a little unfair to Space Marines, since they are getting attacked from two sides. However that is to be expected when defending a front line.

However, even though Italy lost this battle, a modification to the original template allows them to defeat the attack.

View attachment 712188

This template is much more effective against pure infantry divisions, but it's also far more vulnerable to heavy tank divisions. The point I'm trying to make is that no division is invincible. Every division template has a weakness. For example, two 20-width heavy tank divisions with no air support were able to defeat the Infantry-HTD-artillery combo.

View attachment 712201
TL;DR If your opponent builds a lot of heavy TD's, build CAS instead of tanks. If they build a few HTD's with a lot of artillery, tanks are still effective.

Not really a 100% fair test.
  • 6 Attackers vs. 4 defenders. Why? Why not 4 vs 4 or 6 vs 6
  • You attacking division has 206 soft attack and 412 in battle (almost the double). The defending division has 232 soft attack and 243 in battle. (Shouldnt that be more with 40% entrechnment, can you show the full modifiers to attacker soft attack and defender soft attack?) So that means you used external modifiers to tilt the combat in your direction. In your case that was max planning bonus (65%) and air support. (Anything else?) That's fine, but you move the fight to another dimension. Against CAS use AA, maybe get more entrencment bonus if the attacker has huge planning bonus. (Is counter attacking a bit to disrupt planning a thing?)
  • If you use CAS use at least support AA for the defender.
  • Your Attacking force costs 6600IC, the defending force costs 7700IC it's not much cheaper.
  • Your CAS have an IC cost of ~5000. Should maybe be calculated for the attacking force IC than the attackers are way more expensive.
  • 1944 CAS with 8 upgrades and perfect doctrine has an opportunity cost. Not everybody will have it.

These test are always done in plains. Your attacking division is one that you make in masses. But you will never break any defender on good terrain (e.g. behind river) with these.
 
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bERt0r

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I redid the test but with support AA in the Infantry/HTD template. I included 20 more bombers to compensate.
Facepalm. Are you this unable to realize that you have to demonstrate your theory in a neutral test environment. Arguing that you can beat space marines when you set out to counter them is pointless. The argument against Space Marines is that they counter tanks too easily. It's the same argument against submarines, you can counter them but it's a bigger investment than subs themselves.

If you can force your enemy to specialize his army to defeat space marines, you can build regular tanks that don't get pierced by your infantry plus SPAA which murder your CAS and you get rolled.

Or the obvious issue of fighters killing CAS as well. What you did was not demonstrate that space marines can be beaten, you demonstrate that CAS wins battle if there is no enemy anti air or fighter cover.
 
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Feeblezak

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I think it is absolutely shocking that people use tank destroyers to defend against tank attacks. What is the world coming to? They even put their tank destroyers in favourable terrain and foritified positions!! Unheard of!
 
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Secret Master

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There's also a big difference between why people used to say they were OP and why people say they are OP now.

In the old days, the reason they were OP (and still are against the AI) is that without at least some piercing from AA or AT, space marines get the armor bonus against enemies. So, you could attack with infantry divisions using the HTDs to get armor bonus. Broad front offensives with space marines could sweep the enemy before you with ease.

Of course, as I kept telling people all those years ago, you just need some AT and it puts a stop to that nonsense. That took some players over a year to figure out.

The current argument has to do with an inability to push at all in a cost-efficient manner due to complicated interactions between armor mechanics, TD losses in infantry divisions, and a few other things.

I won't speak to vanilla HOI4 and the effectiveness of space marines, but in our MP mod and with our house rules, I don't think they are OP.

Against the AI, though, space marines are almost an "I win" button. You don't even want to know the casualties I inflicted on AI Germany the last time I played France and used HSPAA in space marine formations. You think the German 88 was awesome? Ha, I dare historical Germany to come up with anything comparable to the losses I inflicted with a nameless French AA gun.
 
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pro.gamer.69

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I think it is absolutely shocking that people use tank destroyers to defend against tank attacks. What is the world coming to? They even put their tank destroyers in favourable terrain and foritified positions!! Unheard of!
Favorable terrain being plains tiles? Also, you can phrase sub4 in the same way... "I find it shocking that people make stealthier subs to sink convoys!" The issue is that when it cannot be countered/spending the extreme cost to counter it near-guarantees a loss, they ruin the game.
Not really a 100% fair test.
  • 6 Attackers vs. 4 defenders. Why? Why not 4 vs 4 or 6 vs 6
Meh, that's fair enough for infantry on infantry.
 
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pro.gamer.69

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Oh what a surprise. He didn't even read the topic.
No one is. Everyone (except for Secret Master, who has been very respectful, thank you to them) is just going "oh stupid metagaming noobs are so set on the "meta" that they can't counter space marines."
 
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You know AA can pierce a 40 width light tank division right?
You know that AA is there to prevent CAS from winning the fight ?
Stop using strawmen, you are ridiculous. I precisely explained to you what purpose serves the AA here.

You have not even read the topic, again.

Please, read carefully :

1 - The op claimed that a division won against space marines while using CAS and no AA on the division
2 - Then he added AA instead of arty on the same space marine division : The division now wins
3 - You claim that AA can't pierce tanks

Please, I don't know how to explain it better, maybe you should learn some english. Could I explain it to you in another language ? I can explain it to you in french if you fail to grasp the concept of "A wins against B not because A is better than B but because of CAS, but when you give B AA, then B wins".
 
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seldon

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The best part is that the most recent dev diary explicitly stated that the armor and piercing system was being completely reworked to be less binary, so anything said in this particular discussion topic is going to be completely irrelevant in just a few months, and any conclusions reached will be invalidated!

It was a little unclear from the diary if that was the case. I'm delighted to hear they will be changing that. One of the issues I've had with
"well you counter template X but building more Y", is the production system in HOI IV is specifically (and very realistically I would add) designed to make it difficult for you to switch from building lots of infantry, artillery, or tanks to build lots of CAS. The problem with SpaceMarines in SP is that even if the AI was smart enough to start building lots more AT guns and more CASes by the time the actual equipment reach the front lines in large quantities the battle was decided.

I'm curious how they will handle the situation. There should be a substantial attack and defense bonus if your opponent can't pierce your frontal armor. It seems to me that bonuses should apply at the battalion level but wouldn't have a big impact at the divisional level. In any case, the 50% bonus was one of the gamified aspects of HOI IV, that I disliked I'm glad to see it is going away.
 
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