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GeneralGustavo

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Oct 8, 2024
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I was wondering, how do you set up your divisions for desert regions (specifically in Africa)?
Do you create exclusive divisions for it, or do you just change your tactics using your standard troops?
Do you focus more on logistics (supply hubs or using planes)?
I'd like some tips.
 
Supplies. Tons of Supplies. Usually before I go to North Africa, I start by getting Libya or Egypt's Supply network up to par to support however many divisions. Keep in min that North Africa is super is easy to create or be encircled, so tanks are the way to go with reasonable air support. Beyond that it doesn't really matter. Any amount of divisions will be sufficient (I usually go with 6-8 divisions).
 
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Supplies. Tons of Supplies. Usually before I go to North Africa, I start by getting Libya or Egypt's Supply network up to par to support however many divisions. Keep in min that North Africa is super is easy to create or be encircled, so tanks are the way to go with reasonable air support. Beyond that it doesn't really matter. Any amount of divisions will be sufficient (I usually go with 6-8 divisions).
I’ve seen people reduce the number of battalions in their divisions, avoiding the usual 20w or 35w templates, and instead going with 10w or 15w. Do you think it's worth it?
Another question: I’ve seen people design tank variants with fuel tanks to make them last longer in low-supply areas. I tested it but didn’t notice any difference. Is it really worth it?
 
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IMHO it's all about supply. For North Africa, I build fast light armoured and motorized divisions to try to race between the ports and airbases. Once enemy units have lost supply, then standard 7/2 infantry divs can be strategically redeployed in to mop them up. In the southern Sahara and north China, I use cavalry for the dashes and small "colonial warfare" infantry divs with Logistics Companies replacing AA and AT.

I am basically a roleplayer rather than as minmaxer though, so this is probably deeply suboptimal in MP. But in SP it's fine.
 
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Both of those things are good, but usually centered around supply. Fuel Tanks do indeed help with low-supply areas, but they are also good for making encirclements as they allow your tank divisions to go longer on the fuel they've got. To put it bluntly, the North African theater is all about supply and being able to make a quick encirclement, usually East of Tobruk or inbetween Tripoli and Benghazi (IRL near Sirt).

I usually don't modify my templates for North Africa, but reduce the numbers I send. I find the highest experienced troops, buff up the supply network, and send them in. Granted, I play the Allies a ton, so my guess is it's a bit inverted for the Axis.
 
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IMHO it's all about supply. For North Africa, I build fast light armoured and motorized divisions to try to race between the ports and airbases. Once enemy units have lost supply, then standard 7/2 infantry divs can be strategically redeployed in to mop them up. In the southern Sahara and north China, I use cavalry for the dashes and small "colonial warfare" infantry divs with Logistics Companies replacing AA and AT.

I am basically a roleplayer rather than as minmaxer though, so this is probably deeply suboptimal in MP. But in SP it's fine.
I’m pretty much a pure singleplayer (SP) player, so I don’t really use multiplayer (MP) tips much, since I prefer to simulate and roleplay rather than follow the meta — but I do enjoy learning new ways to play. Since I don’t play constantly, sometimes when I come back I feel totally lost after updates and need to re-learn a bunch of stuff. Right now, I’ve been reviewing the air war and desert warfare mechanics.
Both of those things are good, but usually centered around supply. Fuel Tanks do indeed help with low-supply areas, but they are also good for making encirclements as they allow your tank divisions to go longer on the fuel they've got. To put it bluntly, the North African theater is all about supply and being able to make a quick encirclement, usually East of Tobruk or inbetween Tripoli and Benghazi (IRL near Sirt).

I usually don't modify my templates for North Africa, but reduce the numbers I send. I find the highest experienced troops, buff up the supply network, and send them in. Granted, I play the Allies a ton, so my guess is it's a bit inverted for the Axis.
I will look more carefully at fuel tanks, since normally I never have space left in my tank layouts, as I always go with radio / easy maintenance / wet ammo storage, and the last slot is left for the tank type (like stabilizer for mediums and heavies, or cannon brake for tank destroyers).
Maybe having plenty of transport planes delivering supply will help me in some chokepoints, but I need to fix the ideal amount, since one time I took my best medium tank divisions, and they were just ground down from experience 5 to 3 due to a small distraction with attrition.
And feel free to give tips about the Allies. I may play more with the Axis, but I’ll play with them at some point hahaha.
 
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And feel free to give tips about the Allies. I may play more with the Axis, but I’ll play with them at some point hahaha.

Best tip I've got, since I also play SP a ton, is buddy system. Find an area to speicalize in as the Allies and really hone it down. You'll have a ton of allies towards the late game, so focusing on one area to make your participation is the best. Usually I focus on the Air or Land War, because Naval Warfare isn't really hard when you have the UK and US on the same team, you get out played or they sweep up your kills for themselves.
 
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I’ve seen people reduce the number of battalions in their divisions, avoiding the usual 20w or 35w templates, and instead going with 10w or 15w. Do you think it's worth it?
note that for the same reasons small divisions are typically better in attack per width, they are worse in supply per width.

if you use no support companies, three 12w divisions and one 36w division of the same battalion will use the same exact supply. if you use support companies other than logistics, they all use supplies, and 12w will make three copies of those support companies (they also make 3 copies of logistics companies, but that "only" costs more ic).

you only gain an advantage in supply using small divisions if you intend to cover parts of a front line w/o using full combat width available to terrain. if you fully utilize width, large divisions use less supply, not more.
Another question: I’ve seen people design tank variants with fuel tanks to make them last longer in low-supply areas. I tested it but didn’t notice any difference. Is it really worth it?
usually it is not. you still take poor supply penalties before running out fuel, if you burn through supply grace. it is much more practical to stay within supply range of port/hub. fuel drums are poorly implemented. making vehicles move faster also saves fuel and is almost strictly better.

as for desert...it doesn't inflict much combat penalty. it inflicts attrition while moving/fighting and influences supply a bit. around egypt itself, supply is pretty reasonable. there are plenty of ports & hubs. there is a long distance between supply sources in egypt and ports along the northern coast of africa. it is possible to use divisions with high speed or high amounts of supply grace to hit distant ports in single player, and you can also just naval invade. if you want, you could also make extra ports along the coast, although this is a small waste of civ ic it makes conquering through north africa a bit easier.

Once enemy units have lost supply, then standard 7/2 infantry divs
7/2 has not been standard since 2018. the reason is related to what i said about supply in big vs small divisions above; the stats line artillery gives simply don't compete well for most purposes in most doctrines once you have to fit it into a given combat width...most players simply do not intuit what the stats in division design screen actually mean in terms of combat-within-width.

depending on exact doctrine & tech, a 9/1 and 9/3 could be better or worse than each other offensively. in some contexts, they are basically identical. if you use superior firepower, a 6/0 will outdamage both of them by a considerable margin when used offensively. many players read that and just balk. they don't understand why it's true. the numbers for a 9/3 look bigger.

it doesn't change reality; when a human isn't counter-clicking you, the 6/0 has more org, does more damage per width, and often as a consequence *takes* less damage when attacking (fewer combat hours), while doing things like attacking into mountains without any terrain penalties at all...as long as you're fighting at full combat width. using different doctrines & different situations, 6/0 could actually take more damage for multiple reasons (high hardness enemy, can't win the combat etc). the important takeaway is stats per width, width you will fight, and what you will fight.
 
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From a SP perspective, it's not worth spending IC or XP specifically for fighting in North Africa. There are more important things to invest in for a better long-term payoff IMHO. Once North Africa is conquered and garrisoned, nothing happens there ever again on land during the war. And its existing air and naval bases are sufficient for operating in the Mediterranean.

In my current game as France, I decided to use its starting cavalry divisions (which I usually disband). Cavalry is one of the few unit types that has a small movement bonus in desert (+5% according to the Division Designer) - useful for rushing and overrunning.* For Libya I used a mix of foot infantry and cavalry positioned in Tunisia (I don't remember the exact setup, maybe something like 4 INF + 4 CAV divisions in an army configured with the highest level of supply motorization). After a small speed bump at Tripoli it was a pretty smooth and fast ride to Tobruk and linking up with the UK bogged down in Egypt. Though supplies were a bit low at times, they were never critically low.

So cavalry could be a viable and cheap alternative to motorized infantry for fighting in the desert in the early stages of the war.

* Edit:
- The +5 movement bonus in desert actually came from the attached Cav Recon company. Would it still have performed adequately without the Recon company? I can't say. It would use less supplies and still be faster than foot infantry.
- Camelry does have a +10% movement bonus in desert. Might be a good option if available.
 
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I was wondering, how do you set up your divisions for desert regions (specifically in Africa)?
Do you create exclusive divisions for it, or do you just change your tactics using your standard troops?
Do you focus more on logistics (supply hubs or using planes)?
I'd like some tips.
Is this as the Axis, or the Allies?

In either case, I don't make special divisions for it. 36w tanks are good for all situations and all terrains except mountains and marshes/jungle, which you should avoid with tanks regardless.

If I'm playing as the Axis, I build a level 1 port on the Libya/Egypt border for supply and a railway that connects all the Libyan ports. If I'm playing as Italy, I release Libya as a puppet so there is a capital supply hub in Africa and I don't have to use convoys across the Med that get raided.

If I'm playing as the Allies, I just stack divisions on El Alamein and sit there.

Regardless of the faction, make sure to keep your coastal tiles garrisoned so you can't be cut off by an invasion.

Planes are good regardless of the situation. You should always aim for green air in singleplayer unless you're either playing a minor nation and can't afford planes, or are doing a no-air build intentionally to focus on other areas.

Specifically if I plan to continue pushing all the way to South Africa, paratroopers are the best divisions for the job. They can jump behind front lines in the Jungle where regular units have no supply, and fight effectively to encircle entire armies if you use them well. If you don't want to use paratroopers, Mass Mobilization doctrine combined with a commando general and field marshal will enable your infantry to effectively fight without supply and battle plan across Africa without a care in the world.
 
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IMHO it's all about supply. For North Africa, I build fast light armoured and motorized divisions to try to race between the ports and airbases. Once enemy units have lost supply, then standard 7/2 infantry divs can be strategically redeployed in to mop them up. In the southern Sahara and north China, I use cavalry for the dashes and small "colonial warfare" infantry divs with Logistics Companies replacing AA and AT.

I am basically a roleplayer rather than as minmaxer though, so this is probably deeply suboptimal in MP. But in SP it's fine.
7/2 is shit template. Line artillery is useless now, only support is cool. OP template is 7 inf with 14 width or 6 inf and line AA with 15 width. And take in support battalions as much artillery as you can get.
Considering fighting in desert - focus on supply first of all. Logistic support battalion is trash, fuel tank as module for tank - good. If you have a general with desert trait - put him in charge.
 
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Another question: I’ve seen people design tank variants with fuel tanks to make them last longer in low-supply areas. I tested it but didn’t notice any difference. Is it really worth it?

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