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two questions:

1. Speed:

Based on mouse-over description Support-Batallions shouldn't effect division speed!

But based on the data box in the division-designer they do:
  • designed a high-speed tank division with upgraded 16,5 km/h Leopard
  • with a mobile reckon support-company the speed is 12,0 km/h (should be 16.5 km/h if the description is correct)
  • using an upgraded AC-reckon-company the speed is shown as 16,3 km/h (as the AC just has 16,3 km/h)
what is correct?


2. Equipment:

I don't want any Leopards beeing deployed in Light-Armour divisions, they should just be used for the high-speed divisions.

Therefore I deselected the Leopard in the Light-Armour equipment-list - but HOI4 doesn't seem to care about this, as it still wants to upgrade 2000+ light tanks!

Do I have to deselect the "use new equipment"-button? (As I tried that - HOI4 crashed immediatly.)
 
1. Speed:

Based on mouse-over description Support-Batallions shouldn't effect division speed!

But based on the data box in the division-designer they do:
  • designed a high-speed tank division with upgraded 16,5 km/h Leopard
  • with a mobile reckon support-company the speed is 12,0 km/h (should be 16.5 km/h if the description is correct)
  • using an upgraded AC-reckon-company the speed is shown as 16,3 km/h (as the AC just has 16,3 km/h)
what is correct?
It used to be correct that support companies do not affect division speed because they were assumed to use the same transport as the battalions. But then Paradox wanted to sell a DLC with armored cars in it, so now there is an exception for just recon support affecting speed and the tooltip was not updated accordingly. (bug report)
Therefore I deselected the Leopard in the Light-Armour equipment-list
It should work like that. Are you sure you have edited the right template?
but HOI4 doesn't seem to care about this, as it still wants to upgrade 2000+ light tanks!

Do I have to deselect the "use new equipment"-button? (As I tried that - HOI4 crashed immediatly.)
Normally it is advisable but in this case not necessary because there is no later light tank equipment than the Leopard. If you can reproduce the crash, you should create a bug report.
 
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1. Speed:

Based on mouse-over description Support-Batallions shouldn't effect division speed!

But based on the data box in the division-designer they do:
  • designed a high-speed tank division with upgraded 16,5 km/h Leopard
  • with a mobile reckon support-company the speed is 12,0 km/h (should be 16.5 km/h if the description is correct)
  • using an upgraded AC-reckon-company the speed is shown as 16,3 km/h (as the AC just has 16,3 km/h)
what is correct?

Since the introduction of different types of recon support companies, they are the only support company that effects speed. (Which is good. It would be ridiculous to have a high speed division and for recon you use horses and get away with it...)

The maximum speed of the equipment used is taken into account. (In Division designer it's the speed of the best equipment you have.)

And there's a bug:
  • If you do a pure motorized Division it can go 12km/h
  • If you research Mobile Warfare Left, motorized gets buffed to 13.2 km/h
  • Your pure motorized Division can go 13.2 km/h now
  • If you add motorized recon support it can only go 12 km/h again, because Doctrine isnt taken into account for motorized recon speed.
 
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Leopards are deselected for my Light-Tank-Divisions but several Light-Tank-Divisions include Leopards - and now they are missing for my high-speed divisions!
If the Leopards are already in the division, editing the template won't remove them. This actually kind of makes sense, since no soldiers were ever in the habit of willingly returning already-issued gear. They'll keep "losing the paperwork" until you force them to return it.

You can force them to return it by switching the specific division to a different template, then back again.
 
But it also applies to the various kinds of bombing; it would be a bit crazy if a singe strat bomber did 40+ damage or a single CAS destroyed half a battalion of infantry.
Bombing only happens twice a day, at most. Provided stats are per-plane, a sortie of 200 CAS3 would be equivalent of your average 40w tank division fighting for 8 hours. Seeing how 150 CAS1 shred Chinese infantry, I wouldn't find this too far-fetched.

Still, until someone decides to thoroughly test this, let us go with 100 plane wings as a base.
 
If the Leopards are already in the division, editing the template won't remove them. This actually kind of makes sense, since no soldiers were ever in the habit of willingly returning already-issued gear. They'll keep "losing the paperwork" until you force them to return it.

You can force them to return it by switching the specific division to a different template, then back again.

No, changed this before I started production on Leopards.
 
No, changed this before I started production on Leopards.
Okay, sounds like an actual bug. Don't count on that checkbox to do anything useful until it gets fixed.

Out of curiosity, you're running two different light tank division templates, at a time when you can build LT3? Interesting choice.
 
Okay, sounds like an actual bug. Don't count on that checkbox to do anything useful until it gets fixed.

Out of curiosity, you're running two different light tank division templates, at a time when you can build LT3? Interesting choice.

usually not, just want to try a high-speed Tank-Division this run against SU, especially as most SU troops are battling Japan in the east.

Started with 24 light divisions 4-3-2 (L-Tank - Mobile - L-SPART)
And build later / parallel 24 medium divisions 4-3-2 (M-Tank - MECH - M-SPART)

As the Light Tank Division is still quite effective in 1942, I don't want to change it at this point.

As I use everything that increases speed in this run (and had enough XP) I made the fun decision to build a base-speed 16,3 km/h tank division (4-2-2-2) Tank-TD-SPART-SPAA (all Leopard based and with +1 engine).

Hope the very low ORG won't be a too big problem.
 
I was wondering when does division qualifies for extra supply grace/out of supply bonus from special forces tree/general skill? When it has at least 1 special forces batallion of the type in question, when it's a dominant batallion, or only battalion type, or what?
 
I was wondering when does division qualifies for extra supply grace/out of supply bonus from special forces tree/general skill? When it has at least 1 special forces batallion of the type in question, when it's a dominant batallion, or only battalion type, or what?
From that tree specificially, it'll take the portion of the division that qualifies for the bonus, and add that to your grace, rather than the full bonus.

The extra grace from general traits only applies if it counts as marines.
 
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I see, so special forces will still act as mules and reduce supply penalties, just no to a ridiculous degree. Thank you.

Does supply grace include extra fuel, btw (somehow, I never bothered to check)? Or will marines will still run out in a few days? or does it vary for amtracks and recon (wouldn't be surprised if latter was somehow forgotten)?

he extra grace from general traits only applies if it counts as marines.
There's also similar skill for paras, IIRC. Not that a lot of people use those >.>
 
Two questions:

1. I wonder whether it would make sense to create mixed INF divisions of regular and specialised battalions. To get more units being able to fight in mountains or across rivers i would like to shuffle in some battalions of MTN or MAR respectively. Is there a sweet spot / ratio of how many of them would be required to cancel out the movement / combat maluses or does the div as a whole need to be one of the respected type?

2. As a lurker since last real game update (BftB is by no means a progress to the game imho and thus an easy pass), i have been following the more recent discussions on aircraft design as i did with the more seasoned ones. There seems to be some consensus around @Secret Master 's latest tests that agility for FTR does triumph over range and attack values (if i got that right). ofc one can always get more agility by improving the engine without having to counter any reliability decrease.
But especially for Japan there is a serious design decision to be made when completing the focus for the zero. To me, getting a flat +10% on range before even starting to increase it via the aircraft design tool seems very attractive - even more so if one plans to fully go for CV-FTR as FTR in general, saving additional research and production lines - a thing the terribly nerfed JAP needs to overcome their general inferiority in so many fields of play (even the mighty Bhutanese can research planes and A-bombs faster than JAP...). So long story short what's better for JAP - range or agility designer for FTR?
 
@Anaraxes did you just answer a question from 2016?

1. I wonder whether it would make sense to create mixed INF divisions of regular and specialised battalions. To get more units being able to fight in mountains or across rivers i would like to shuffle in some battalions of MTN or MAR respectively. Is there a sweet spot / ratio of how many of them would be required to cancel out the movement / combat maluses or does the div as a whole need to be one of the respected type?
The division does not need to be designated as special forces to have bonuses but I think mixing in regular infantry won't do you much good regardless. You need a lot of soft attack and breakthrough to overcome the defenders' advantage in mountains and rivers. Infantry gives you little of those. Even a 100% mountaineer division is far from adequate to attack mountains, and less again when diluted with normal infantry. A terrain bonus means little if your base stats are bad.
You usually want to combine the special forces battalions for their good terrain modifiers and high org with more expensive battalions (like light or medium tanks) and support companies that give you the necessary punch.
 
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But especially for Japan there is a serious design decision to be made when completing the focus for the zero. To me, getting a flat +10% on range before even starting to increase it via the aircraft design tool seems very attractive - even more so if one plans to fully go for CV-FTR as FTR in general, saving additional research and production lines - a thing the terribly nerfed JAP needs to overcome their general inferiority in so many fields of play (even the mighty Bhutanese can research planes and A-bombs faster than JAP...). So long story short what's better for JAP - range or agility designer for FTR?

This is a complicated question; it is further complicated by the fact that while agility is important, it's not the only thing you need to worry about on planes.

If you are actually going to build carrier fighters and put them on carriers, then those planes should have the agility designer. Range doesn't really matter when carrier fighters are participating in a naval battle. I'm not talking about fighters on air superiority, but fighters on a carrier running no mission so they can support the carrier in naval battle.

But that is not the only thing Japan needs, as you point out.

There's a lot of air space to cover in the Pacific, and the Zero just isn't going to cut it from land bases in most cases. Take it from someone who shot down around 1000 Zeroes operating from land bases in my last MP game as the US: even with boosted range, the Zero is going to have difficulty getting enough mission efficiency to be useful from land bases. And if the mission efficiency of the Zero is hovering around 30% in a particular air region, all the agility in the world isn't going to compensate for that.

I'm actually a bigger fan of using heavy fighters with the range designer. With a 1940 heavy fighter and the range designer, you can easily get 100% mission efficiency in various air regions around the Pacific (particularly if you boost range as high as it can go via XP). Of course, that means making trade offs to get that plan into action, and you can't fly it from carriers, so... you're back at square one.

But consider this carefully if you like battleships: land based air on air superiority can shut down enemy carrier air power. Thus, with enough mission efficiency and planes flying from land, you don't need carriers at all. Then you can let TACs and range-boosted heavy fighters cover your BBs and SHBBs in naval combat. (Or just bomb the enemy fleets to death if you can't force an engagement.)
 
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Wiki said:
Guarantee the independence of another country. If anyone declares war on a guaranteed nation, that guaranteed nation will automatically join the faction of the guarantor.
What happens when two countries from different factions are guarantors?