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If not, then now might be a good time.
I've read quite a lot, yes. But as you know, there is much debate about 40 vs. 20. SO, are you saying 40 is too much?
yes, I did. So, should I drop the artillery and the heavy tank? Is there a penalty that I'm not aware off? How many divisions should I send in, then? And with what template?
This is what I meant when I asked if you had read about combat width.
ok, thank you. That helps. So, maybe if I change the division width to 20 and attack from two sides and maybe even directly on the port (240 combat width), it's only usefull to have 12 divisions doing the attack.
so the follow-up question is: do I really need the artillery in those divisions?
To expand a little further on what bubbas said...
Yes, you'll want the artillery. Probably not quite so much, though, and perhaps with some AT support. I'm a big fan of the support companies for Arty and AT, but logistics is an absolute must for marines.
Your best possible case scenario is to drop numerous smaller invasions in adjacent provines including a port. So, if you split your 24 divisions into three marines armies of 8 each, you can get more into the fight more efficiently across more regions and you'll also be able to prepare the invasions much, much faster.
Additionally, if you can, support them with shore bombardment from idle naval capital ships in the adjacent sea regions. It'll take some of the edge off the fact you've not got air superiority.
If all of the above fails, try invading somewhere completely unexpected (e.g. not Florida) and build a port when you get there. You'll need to hunker down and take a bit of a pounding from counter-attacking forces, because your port only builds when it's not being attacked, but it can be done.
Try to make naval invasion from two different directions or even more, i/e:
- Texas / Florida
- Texas / Florida / Louisiana
- Texas / Florida / Louisiana / Mississipi
- Texas / Florida / Louisiana / Mississipi / Alabama
Or even better, a combination:
- Texas / Florida / Louisiana + California / Oregon / Washington
- Texas / Florida / Louisiana + Maine /New Hampshire / Massachusetts
Or best:
- Texas / Florida / Louisiana + Maine / New Hampshire / Massachusetts + California / Oregon / Washington
IN EXAMPLE: Florida + Louisiana + Maine
General advices:
1.- As naval invasions are limited to a single naval invasion from a certain origin port, then a first naval invasion wave should be the main naval invasion consisiting on 5-12 divisions per origin port (depending on general situation) but maintaining in that port enough forces to reinforce if succesful (a port taken). Naval invasions could be layered. Depending also on general situation you could perform alternative and fast naval invasions as a second wave from such ports but using only 2-3 divisions for a reduced planing time. This second wave could have different coastal targets than first wave. Consider also a third naval invasion wave...
2.- If you don't find opposition in a naval invasion area try to advance as fast as possible. By using fast cavalry units you can advance and grab a massive land area. These are sacrificial units. I ussually use 1/2 cavs + MP, the same type of units used to supress unrest. Don't worry if they die. Their mission is to distract enemy forces. Enemy will move part pof their forces from repelling invasion to stop losing land. Cav/MP units never should be used as naval invasion forces, they must stay waiting in a secure port ready to be transported to the invasion area and then they must grab as much land as possible after being disembarked. This is specially useful in massive land areas like USA, URSS, etc... to win faster. Gambit: sacrifice weak units to get distraction/disruption and/or land/resources.
3.- Go to resources map, check enemy areas with valuable resources. Don't take random land, go exactly to those areas with valuable resources. Also as a priority try to take airports and cities. If you are surrounded stop and defend (do nothing). Enemy will have to distract valuable units to kill you. The more these weak units stay alive the more distraction you will cause. To alter enemy IA deployment considerably and to get a true impact in the way they react to your naval invasions, you need to grab land but also and more important: valuable resources/cities/airports
4.- Try to make an extensive use of strategic redeployment on your weak units even if they are in a certain risk to be killed. Even if units after moving strategically having null Org, they force computer IA to recalculate constantly their deployment. In example by using strategic redeployment you can get great results if done adequately, like this (Win Spanish Civil War in only 8 days):
https://steamcommunity.com/sharedfiles/filedetails/?id=854912512
How? If a weak unit it's advancing without opposition and suddenly an incoming enemy unit will halt their advance, don't continue that unit movement to fight, stop that unit and perform a strategical redeployment to a new place where no enemies present. Where is the trick? By having null Org after strategical redeployment they can't fight, BUT they can continue advancing if no enemy present in an adjacent area. This can be used as a disrupting method against enemy by constantly changing the vector you are advancing from. This requires extensive micro-management on every advancing unit.
5.- Not strictly necessary to take a port. After naval invasion try to set a defensive line (only defensive!) and inmediately build forts minimun lvl 2 or 3 or 4 in any occupied area, simulatenously build a port in any coastal area occupied. An area being attacked will halt the construction progress (doesn't matter, continue trying to build). I did an extensive use of this method to naval invade UK, Japan, USA in a lot of games.
To avoid this problem try to occupy as many land as possible to stablish a perimeter around a secure coastal area wich can't be attacked (usually a narrow land area or a corner). Building a port should be priority, then forts. The invasion may fail but giving you enough time to advance in any other invasion area.
6.- As a general rule it's BETTER to use 20 units 20-width THAN 10 units 40-width. The more units the more flexibility/mobility. Also as Bubbas said, by using 20-width units you get an optimal use of available total combat width.
7.- Breaktrough by using nukes when air superiority & nukes available.
I'm fairly new to this game but I enjoy it very much. Some of the mechanics however take a long time to master. So we, newbies, rely on this type of advice. Searching around isn't always useful because of the many, many different opinions and playstyles. So please have some patience :)
You can't put anything in special forces templates but special forces and support companies. That's why they suffering a 15-30% attrition rate from naval invasion
Also SHORE BOMBARDMENT
Going through Nova Scotia/New Brunswick is a good alternative. That's how I always start my US invasions, and it generally works. It will require very minimal marine support for landing as the defenses there are weak Canadians (even if it's past 44). The ports are on the small size, so you have to start increasing them as soon as you land and establish beach-heads.
In my experience, you can usually take Quebec City before the Americans really start mounting a counter. Don't push too hard into Maine until you have a reliable supply from your ports.
As it happens, I launched from Ireland and there was only 1 division defending the port. I'm taking the best defendable chunks of land without much opposition so far. thanks for the tip
This is wrong. 40 width units are optimal and 1 40 width is better than 2x20 (provided you can cover whatever front you are on, obviously you don't want gaps). 1st is better use of support. 2nd is a funny way the combo algorithm works. Each turn each division in the battle will randomly fire on one enemy division. Because of the way defense/breakthrough work, focusing fire on 1 enemy division is more effective than focusing 1/2 on 2 enemy divisions. A 40 width division will always do maximum dmg each turn, while 2x20 will have less of a chance (ie. if they split and attack 2 different divisions). Likewise 4x10 is even less efficient.
Also for naval invasions the best is just to stack marines + support and a little arty. Unlike real life, tanks are uselss in naval invasions (and yes I know the US used tanks all over the pacific in naval invasions, this is HOI4... nothing makes sense).
But really air superiority > all in this game.
This is just your opinion. But not forcefully the right opinion.
I repeat:
6.- As a general rule it's BETTER to use 20 units 20-width THAN 10 units 40-width.
About this, good comment:
But really air superiority > all in this game.