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
Battles have a basic width of 80 with another 40 added for each extra flanking attack (attacking from 2 provinces will make it 120, from 3 it's 160)
The basic width is modified by terrain and tactics so it isn't always constant.
Each division has a set ammount of width meaning how much of that front it will occupy
The more width an individual division takes up the fewer other divisions will take part in the actual fight. Any division not able to join due to width constraints will remain in the reserve pool ready to jump in once there is room.
You will want to make division templates that give you an edge to those effects, the most common are 20 and 40 width divisions. Width of a template can be seen in the stats part of the template.
When you attack from a single province, the combat width is 80. That means you can have any number of divisions whose total combat width doesn't exceed 80 actively fighting. Once you exceed 80, all other divisions must wait in reserve until an attacking division retreats. So attacking from a single province, you could have 8 10-width divisions, 4 20-width divisions, or 2 40-width division. If you make 45-width divisions, then only one can join the battle, no matter how many you have in reserve.
Attacking from an additional province will expand the combat width by 40 per province. So attacking from 2 provinces will mean a combat width of 120, 3 = 160, etc.
The only caveat to this is a Field Marshall trait that reduces your divisions' width by 10%. So if you're going to use that trait, you can build 11, 22, or 44 width divisions, as they will fight as 10, 20, or 40 width, respectively.
Does that make sense?
Say you have two divisions (Alpha and Bravo) fighting one (Charlie)
If both Alpha and Bravo attack simultaneously on Charlie, they will both enter normally. No one enters the reserves.
If Alpha starts the battle first, and then Bravo joins, Bravo will be stuck in the reserves. Bravo must then roll dice every hour to see if it joins the fray. By default this chance is 2% per hour (avg of 34 hours of not shooting the enemy)
Researching the Radio tech increases Bravo's chances to 7% (9.5 hrs avg).
Signal companies add up to 56 Initiative, which the game divides by 4 to get an additional reinforce rate.
This stacks with the radio's 5% plus the default 2% for 21% chance to reinforce per hour, averaging just under 3 hours.
If you're having trouble with divisions being in reserves, ensure they all attack together, that there's combat width to support them, and if you wanna just throw resources at the problem, equip signal companies.