That’s still science - experimentation, repeatable results.You say "science", I say "throwing a hundred divisions at the wall and seeing which ones stick".![]()
That’s still science - experimentation, repeatable results.You say "science", I say "throwing a hundred divisions at the wall and seeing which ones stick".![]()
They do seem quite expensive, and add a whole list of equipment and doctrines to the list. Maybe Romania would be better off concentrating on making it's Infantry Divisions as tough as possible, giving them Artillery and Anti-Tank guns, and maybe sprinkle in some CAS, just for fun.Tanks (as opposite to anti-take technology) feel like a very expensive millstone for a country like Romania.
If you're building a large air force, you want both: The interceptors to shoot down any and all enemy planes coming your way, and the MR-Fighters to escort bombers and for use over longer distances. In the pacific, for example, Multi-Roles are ideal for island defence, because they can absolutely shred enemy CAGs while having a good range, and being less expensive to run than interceptors. The thing is, getting Multi-roles is 'only' one extra tech, once you've researched it, any Small Aeroplane research you do will apply to both Int and Ftr, so it might be a good long term plan to build some of both, tactical flexibility etc.
Of course, in the case of L Arm, you might want to get to SP Art, so this might not be viable.
Might I suggest an alternative path, which could be more interesting than investing in dedicated AT brigades: If you want to have a bomber force on the cheap, you can go for CAS, again it's one extra tech, and then there is the recurring Light bomb tech. (or you can just buy licences). Building CAS instead of Tac allows you to maximise small aircraft practical, as you share practical and most upgrades across Int, Ftr, and CAS. If you want naval bombers, you can always license-build CAG and base them on land.
CAS aren't very good against soft targets (slightly better than Ftr, but miles behind Tac), but against hard targets they're brilliant. CAS instead of spread out AT also means that your flying tank-killers can be rapidly deployed exactly where the enemy tanks are. A possible issue is the short range of CAS, so you might have to build more Airfields.
Another is that they're particularly vulnerable to enemy fighters. You can counter that by pairing several CAS wings with a Ftr wing, making the entire formation a lot more durable in the face of enemy intercepts.
If you want versatility, and to minimise terrain penalties: L Arm, Mot, Eng, SP (R) Art, Mot-AA/TD (this is limited to 8 km/h, but has the highest possible combined arms bonus), or L Arm, Motx2, Eng, SP (R) Art / Mot-AA
Combined arms is no the be all end all of division composition though, Armour, piercing attack, soft attack, hard attack, and defensiveness all factor directly into combat. A binary Division usually has an edge on the offensive, and in cases where you fill up the front with binary Divisions, but on the defensive a triangular division will usually be stronger. And then you still have to factor in speed, IC, Manpower, and research.
'm curious where this comes from. In my experience, a binary division is nearly always inferior to a triangular division unless the enemy is so weak that it doesn't matter. If anything, a binary division ought to be a bit better defensively because you can attach ART + AT to fend off infantry and armored divisions equally well, but the loss of holding power with fewer frontline brigades makes this debatable.
Offensively, the only way I can think of binary divisions being stronger would be as "shock" divisions with 2x line brigade, 2x ART/SPART to deal a lot of damage with the initial strike, but again with only 2x frontline brigades you'll have difficulty sustaining any offensive. You can of course fit more divisions into the combat width but due to stacking penalties this really doesn't matter.
With 'Superior Firepower', you can have Infx3, Art, At, which is an excellent defensive unit. I haven't done extensive analysis on that, but it seems to me that triangular Divisions, with three front-line brigades are stronger on the defensive, than binary Divisions. Infantry brigades seem to wear down less quickly than support brigades. One on one, a triangular Division will hold on longer when attacked, in my experience anyway. You can also hold a front with fewer Divisions using triangular Divisions.
Of course with Superior Firepower everything changes. The thing is that there's not really any mechanic tied to binary vs. trinary that would dictate an offense/defense split. If a triangular division would hold longer on the defensive, it would also hold out longer on the offensive, and conversely if a binary division would do more damage to defeat the enemy quickly on offense the same would hold for defense. I may be missing something in the mechanics but that's my understanding.
Tanks (as opposite to anti-take technology) feel like a very expensive millstone for a country like Romania.
CAS is most effective against hard units, so a province with only or mostly tank Divisions of one kind or another will take the most damage. That said, it does a good amount of damage against all but the softest units. Even if a tank divisions is amongst softer Divisions CAS will still be relatively effective, though the firepower does spread. As for when to use CAS, it depends on several factors. If you go all out, and have a lot of CAS relative to front width, you could hit every single Tank Division you can see, whether it's attacking or not. For firepower, it depends how you want to work. If you want to get the most out of every CAS wing send them out 1 at a time, if you want to do the most damage, send out CASx4 or CASx5 (depending on your leader's skill, which counters stacking penalties somewhat), a good middle ground is CASx3. Of course, the risk with pure CAS formations is that they get shot down like flies when they get intercepted by enemy fighters. If you're sure that you'll be able to have Air Superiority, and maintain it, CASx2 or CASx3 is probably the best formation, CASx4 if you have a skilled commander. Adding Ftr to a CAS wing will make the CAS slightly less effective due to the stacking penalty (though this is mostly compensated by Ftr's limited ground attack capabilities), but it will increase survivability, meaning that your mixed CASx2, Ftr or CASx3, Ftr, will suffer significantly less damage when intercepted, and be able to return to action more quickly than a pure CAS wing. An added bonus is that the enemy fighters will take more damage with Ftr in your CAS wing. If you want to fully send it, you could even go with CASx2, Ftrx2, and skimp on interceptors. Those kinds of formations will give the enemy air force, and tanks, a headache as they won't be put out of action for long, and will seriously damage intercepting enemy fighters.In which phase of the battle is CAS more effective against the armour, during or after? If one can see a Tank division moving behind the enemy lines or along them, and you have the control of the skies, is it effective to attack that unit with CAS? What if that Armour division is among other INF divisions? Does the CAS firepower not spread among all units, which translates into a relative tanks' protection? Is CAS better used against stationary or moving targets? And finally how does a CAS formation achieve maximum firepower: one group of 4x CAS, 2 of 3 CAS, 3x CAS + 1 Ftr. Does adding 1 Ftr to bomber formations not apply the stacking penalty to bombing's efficiency?
I have seen that the AI combines his Armour divisions to get max. CA bonus. Is this effective? I think that a pure L. Arm, or M. Arm + 1 Eng division will crush any such CA focused divisions.
The first tier of the CA bonus is the most effective. As in real life, there is a lot of value in pairing tanks with (mobile) Infantry (15% CA bonus for L Arm, Mot, and 0 CA bonus for L Arm alone). Adding AC is an optional extra (+5% L Arm bonus, only if Infantry is present), but without any Infantry, your L Arm will suffer. If you add a Battle Master commander, he will add another 10% to the CA tally, but only if your unit is a combined arms formation to begin with (ie it has Infantry and at least some different type of unit)SP Art are for Minors hard to research, unless they sacrifice something else. Indeed, pairing L Arm with engineers would be a waste of speed. The cheap thing to do is to build exclusive L Arm divisions. Is losing CA bonus so important?
You don't necessarily need to be allied, just closely aligned to the nation you want licences from, that will usually do it.By the way, does anybody know what increases the chance of receiving licences, besides joining an alliance? Does Trade suffice for example?
Sounds about right. That's what I'm seeing as the Soviet Union, fighting German binary Infantry Divisions with triangular Rifle Divisions. The contrast is even starker as most of my rifle Divisions are Infx3, AT, Art. If both sides are fully organised before the start of the battle, the Germans need 2 of their Divisions to dislodge one of mine, and even then, they tend to take relatively heavy casualties.It might be a subjective impression, but a binary Division, while packing more firepower in the early hours of a battle, it might underperform on a dragging one, because of overwhelmed frontage, unless, of course, you have more divisions involved than the enemy, or you occupy the max. frontage.
That could definitely work, the added soft attack of the Art will probably make up for the 'loss' of 5% CA bonus, especially if you don't have the budget to properly upgrade said AT. If you develop Engineers, it could be interesting to mix in some of them in. Engineers will allow units to dig in more quickly, to move more quickly in bad terrain, to wear down fortifications more easily, and to attack across rivers more easily. They do consume fuel, but with short supply lines, that shouldn't be too much of an issue.Agreed, except I would use AT rarely, preferring the 2x ART firepower most of the time.
I don't really agree with that. Yes, you usually need some tanks, or at least mobile divisions, to succeed, but you can buy them with licenses. See, for example @Bullfilter 's Turkish Army. No significant domestic tank development, but a whole bunch of license-built Soviet tanks in the field, including Arm and H Arm, they're doing real damage. Of course, if you develop your own tanks, you can keep upgrading them, so it's not a bad thing per se to develop domestic L Arm, especially from a historical point of view, but I wouldn't say it's absolutely necessary. Just buy licenses once you get close to the war so they're not too out of date when you use the purchased tanks, and keep buying licences throughout the conflict. Good Infantry, with good Artillery, some mobile units, and maybe some special forces. That can be enough to do well, if you add in a powerful Air Force (for a minor) and some paratroopers, you can do great, all without tanks.Tanks are really expensive for Minors - including for a relatively strong one -, but without at least up to dated L Arm, you stand no chance of an effective offensive against Majors. Therefore Romania must research tanks.
You can be smart with your IC, and building CAS, Int, (and maybe Ftr), will give you a big leg up in 'Small Aircraft Practical', that means that they'll all become progressively cheaper to build (not counting improvements to the designs, which will make them more expensive). This means that your TACs will probably cost around twice as much as CAS by the time you get hold of the licenses, if not more. That said, Tac is very useful, and you could definitely use a few wings to great effect against soft targets. Tac can also fly more types of missions, like installation strikes, logistical strikes, strategic bombings etc. The longer range of TAC means that you can add more firepower through Tac, even when your front-line Air Bases are full to the brim with CAS and Int. I'm not saying don't buy any Tac, but weigh the cost of adding another Tac wing, with the advantages of adding 2 more CAS wings... As a minor, you pretty much have to choose. Either you focus on building as many small planes as possible, or you go for lots of license-built Tacs. The former means you get a lot of CAS, and sprinkle in just a few license-built Tacs, the latter means that you'll have significantly fewer bombers over all, but as you're building mostly Tacs they will be a little cheaper. The ultimate Air Force on a budget is definitely composed of a vast majority of single-engine aeroplanes.Your proposal is great, since this solution would spare me valuable resources of time and MP! RoverS3, I will try to do that against the majors: no AT brigades, but CAS with some specific doctrines and updates to repeal the Armour attacks. Would 3x CAS plus 1 FTR be an optimal formation? TACs are important because the great majority of a Major's units are infantry divisions. Controlling the Airspace and helping the land units with TAC bombardment is an indispensable help in keeping the MP draining lower and sometimes turning the tide of a battle. Should I delay TACs research, I will have to buy them from someone advanced. Hopefully someone will be so nice and sell me the licences
I've been using CASx2, Ftr extensively as the Soviet Union, and this has allowed me to keep my interceptors grounded, and intercept enemy formations as they are spotted. The CASx2, Ftr wings that get intercepted suffer relatively little damage, and are back up and running a day later or so. I save a ton of fuel and supplies, by not having my interceptors flying 24/7. The great thing about CAS is: The harder the unit, the more damage you do. I've noticed that H Arm Divisions are particularly vulnerable.
but in the GPW, German units have good AA
As in real life, there is a lot of value in pairing tanks with (mobile) Infantry (15% CA bonus for L Arm, Mot, and 0 CA bonus for L Arm alone)
The ultimate Air Force on a budget is definitely composed of a vast majority of single-engine aeroplanes.
Shorthand for 'Great Patriotic War'... The Soviet name for the Axis 'Eastern Front'.What is GPW, a mode? Can you install modes on a Mac?
Ideally, you would pair L Arm with Mec, but that only becomes available for license-purchase in 1941, if you're lucky. For pure exploitation, you're better off not adding Mot, with the understanding that your pure L Arm Division won't stand up to much if it's actually engaged. It's up to you to decide if you're willing to compromise a little in the interest of versatility and combat ability, or whether you want to absolutely make sure you have the fastest Divisions out there.L Arm with Mot gives a nice bonus, but is it worth losing 2km/h?
Don't pair L Arm with Eng, unless you want a unit that's still fast in very bad terrain (Jungle, Forest,...). In my Soviet game, I built a few L Arm, Mot, Engx2 units for the Far East, as the Japs don't tend to have any armour (so those extra 2 kph doesn't matter much), and the terrain is pretty bad. I'm yet to use them, so I don't know how well they stack up.Agreed Arm with Eng is a very good option, but again L Arm would lose speed, which is essential in encirclements.
They have different tech trees and different practical knowledge. You can see which category a plane type belongs to by hovering over the little blue square in it's production screen. Completing a wing of any aeroplane type will give you practical knowledge for aeroplanes of the same size, which in turn will make research into similar aeroplanes, and the production of similar aeroplanes cheaper. So, building an air force of Int, Ftr, CAS & CAG is more efficient production-, and research-wise, than building an Air Force that mixes different aeroplane sizes.What is the difference between single-engine aeroplanes and two engines planes?
Yes, that's the point. That said, the only way to absolutely guarantee clear skies for vulnerable pure CAS formations is to fly Air superiority over enemy Air Bases. With Air Intercept, the enemy interceptors often get an hour or so to shred the defenceless bombers before the cavalry shows up, unless the battle is pretty much on top of the Air Base the interceptors fly out of. Intercepting is reactive, air superiority is pro-active.One more thing. INT are flying interception missions only when enemy planes are detected. Doesn't it mean that most of the time INT are staying idle with no or minimal consumption of fuel and supplies?
Pecs is also 2 VP worth (Southern Hungary, West of Danube).A decent start to the campaign. You're closing in on Budapest already, just have to wait a few days for reinforcements to be brought up. I like the planned encirclement, but I don't think it will be necessary. Aren't Debrecen and Budapest the only 2 VP provinces Hungary has?
Agree with this assessment (sharp as always @roverS3A decent start to the campaign. You're closing in on Budapest already, just have to wait a few days for reinforcements to be brought up. I like the planned encirclement, but I don't think it will be necessary. Aren't Debrecen and Budapest the only 2 VP provinces Hungary has?