Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
My recent go to armour template has been:
3 Light Tanks that switch to Amphib 2s once they have been researched & built.
1 Light SPA
1 Light SPG
5 Motorised
This is an insanely good general purpose armour division especially for the Soviets or United States. Going with Light's for the SPG/SPAA makes them super cheap to build, they are really cheap to upgrade with XP. They don't even use too much special forces cap. I might try it with Germany as well.
These will absolutely flatten infantry even over Rivers.
As for actual naval invasions, put 2 Amphib 2's and then fill the 20 width with Marines. Add in Engineers, Recon, Artillery, Maintenance & Signals. There it is.
Amtracs are very expensive. Not sure if they are worth it.
I never bother with anything under 20 width for combat divisions.
When you have a large army, the special forces cap should be huge. And then if you have the 3rd naval invasion tech you can invade with an absolute ton of units, some of which you should use as distractions. The AI will absolutely swamp a small beach-head so you need to cause them to spread out both by setting up invasions in places away from your actual invasion, and then once you've sent your main force, those distraction invasions still happen even if all they do is try a small push or just camp ports.