That seems very ascetically Spartan of you.So are you supposed to use all those different divisions? I eeally only make one inf and one Tank one, oops. Does it matter where on the division editing grid the units are placed?
C. But now this throws me for a loopInfantry, (including motorised, mechanized and special forces), tank and tank destroyer battalions have a combat width of 2, artillery and self-propelled gun (SPG) battalions have a combat width of 3 and anti-tank, anti-air and self-propelled anti-air battalions have a combat width of 1. Support companies occupy no combat width. The Vast Offensives and Human Wave Offensive technologies from mutually exclusive branches of the Mass Assault doctrine tree reduce the width of ordinary infantry battalions by 0.4, meaning 25% more infantry battalions can fit in the same infantry frontage.
Reserves[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.4.
Divisions that do not fit the combat width or that join the combat after it has already started end up in reserves. These units do not contribute to the battle in any way, do not regain organization or increase their entrenchment or preparation bonuses.
Units in reserve have a chance to join combat every hour as long as there is combat width available. The base chance to join is only 2% per hour (so mean time to join is about 35 hours), and it is greatly affected by having Radio researched, division speed, doctrine tech, or by having a signal company attached to the division.
If the frontline divisions all retreat while there are still reserves available, the reserves are forced to retreat as well. Same for attacker, the attack stops if all frontline divisions run out of org even if there are fresh reserves.
As a defender, try providing reserves in a timely manner so they have time to reinforce the frontline and are not forced to retreat and potentially be overrun. If fighting at full width with fresh reserves, consider manually retreating your defending units that are very low on org 1 at a time 1 province away from the front so they can recover and reserves can fill in. Otherwise you run a risk that all frontline troops get low on org and run at the same time, and reserves do not have time to reinforce.
If you are on the attacking side, consider not attacking by more units that fit into combat width so the rest can recover org and gain the preparation bonus. When you do have reserves and width available (say they caught up, or you run out of org) and all defender units are already fighting, instead of waiting for reinforcement it can be useful to stop the combat and attack again so all your units join immediately.
you need to play with mechanized infantry ! i did not mean motorized. i mean full mechanized infantrythis is nice. full armor, fast and good for point attacks.
Thanks, i'll watch it after work. But, just to clarify, this guide is about "general template design philosophy" and it apply to any patch no matter actual stats of Battalions\attachments? So you learn how to get preferable stats for any type of Divisions?Just watch this so you can come up with templates on your own.
Well, I am glad that it was of help.I know this is old but just wanted to say a massive thank you! Every time I come back to HOI I need a refresher and your example templates are great. Thank you so much for the guide!
Sorry for Necro posting, but i can't find any reliable source of Division composition in latest Patch. All i read is about "Arty is nerfed", "7\2"(Inf\Art) is not valid anymore, "pure INF with 20\40 width", etc. All the discussion evolve either about game mechanics detail or meta for multiplayer. But i want to know that division you can you use in SP with "a bit of RP", so you not using "meta-templates" only, but also not gimping yourself too much by trying to use "semi-realistic" template that just don't work.
So 7/2 still works for offence. Great. I was under impression(from different posts here and there) that Art Battalions were nerfed into the ground.7/2 is very much alive and one of the most commonly used infantry divisions. Another common is basic full 20 width infantry: not very good at attacking, but holds the line very well while your tanks do the advance.
Tank division meta is basically about 40 width M-ARM/MOT/SP-ART combinations.
So 7/2 still works for offence. Great. I was under impression(from different posts here and there) that Art Battalions were nerfed into the ground.
Well, Tanks probably won't work too well for Japan with all those jungles, islands and stuff. But, yeah, i should have specified that from the start.It “works”, but is not remotely worth the investment in most cases. Put the factories on tanks and planes instead and you get a better payoff. That’s my unscientific, anecdotal experience.