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
This video will help you.
Large divisions are a trap for inexperienced players. They need much more care in their use than smaller divisions.
Take Germany attacking Poland as an example. Poland has very little attack ability so you only need one division in each state to hold the line. If you use a 20w division for that it frees up another 20w for offensive operations. Similarly with tanks you have the flexibility to spread out and then concentrate on weak points.
If you are going to operate without green air then it is worth having AA in your divisions. Support AA if you are contesting the air or line AA if you are conceding it.
Two critical things that are seen often in players that have unexplained problems are running out of fuel or not having 100% equipment in divisions.
20w is a bad and out of date template width. 15 or 18 width is much better for smaller widths. Large widths aren't traps at all. I don't understand what you mean about freeing up units for offensive operations... For Germany, you really don't even need to do that. They have the production and manpower to field a full front against Poland and steamroll them. It's actually inefficient to not use larger widths on every tile against them because you want to push them on every title possible. Against harder nations like Russia, it's preferred to have 18w divisions on a defensive line and an elite offensive unit for encirclements. But it's not to free up width, it's because smaller defensive units are more flexible in their deployment and can respond to changes in the front better. For Germany, you want your elite units to be tanks and motorized. There's no need to free up width because you won't be using them to attack in the first place.
Agree with you on AA and the last point though. Germany doesn't need to be played optimally at all really. Not having proper division templates, not having equipment, not having fuel, and not having supply are always the issues new players face. I would say though that he shouldn't be using tanks against Poland and Czechslovakia. Too early game to be concerned about those. Inf with artillery is all he needs and to push on a larger front. Actually, inf and artillery is all he needs for the entire game. Not even experienced players know how to use tanks well half the time, so learning the game with a single force of offensive infantry is fine. But even if he wants to stick with tanks, there's no way you can get enough out early enough to expand nicely. Either he's declaring without having built enough tanks, he's compromising everything else to build those tanks, or he's waiting so long that Poland can build a competent military.
I wasn't intending to suggest 20w was a good width just working from the openers premise of 40w to suggest why 20w might work better for them.
Totally true for an experienced player not so good for someone who still has problems managing their attacks. Also, they won't get to practice encirclements etc. that they will need later as you mention just afterwards.
It might help to understand why you win or lose if you zoom in on 1 battle and watch it unfold hour by hour. And if you understand the basics of combat simulation (on wiki).
If you attack into infantry, you want your combined soft attack >> enemy defense, and your breakthrough at least equal to enemy attack. This way you lower damage you get and increase damage you inflict. If your tanks have enough armor (shield icon), you both halve incoming damage and increase your org damage.
Now, the more equipment such as tanks and artillery you add to a division, the lower your org will be. You can compensate that with more (mechanized) infantry, or doctrine choice, or by just concentrating enough firepower to push through before you run out of org.
Check the modifiers, do you have experience +25%? Do you have attack plan preparation +40%? Are you attacking into dug-in engineers in a swamp fort? Are you out of supply? Are you attacking from multiple sides to fit more combat width?
Good luck and have fun!
Use the offensive battle plan if you don't already.
Driving tanks into a good defensive position is suicide. Look at Russian armour in Ukraine.
woods and especially rivers give massive debuffs. Dont attack those with armour units.
The Poles don't have enough to man all of the front line. Fix with the infantry, attack where the enemy is weak.
Always attack from more than one province at a time, you get massive buffs.
make sure you have good arty as well.
The key, is that once you have a gap, send everything you can through it.
Don't fixate on your original plan, you only need to breakthrough in a few areas.
Once the enemy are retreating, keep the sides fixed by attack, send your armour / cav/mot through the gap.
The aim is to penetrate and surround. The moment his troops have to retreat they have lost their entrenchment bonus.
You can absolutely do damage with infantry, but damage is done with artillery.
The problem with unhardened inf is that you take losses, less with more armour support.
fast moving units loses all their org, so you must let them rest.
With the latest version, tanks and mot inf lose all their effectiveness when short of fuel.
If you run out of supplies, you need to get the inf in to hold, withdraw the armour to resupply. I think the unit goes into battle with 30 days of supply. in a low supply area fuel users will use up their stocks and then are useless.
Plan short ops with your armour, or better, take the supply points and their rail lines quickly. you then rotate them out, or rest them in a good supply area.
Ensure you use the 3 truck supply setting on either the supply point or generals.
You can try using cavalry along with your motorised. They move fast but don't fall apart with no fuel.
regarding templates.
Tanks have very low org and defence. add mot inf for staying power. If you make the attack with armour, the unit will use some of its supplies and org in the battle, so has little left for the breakout.
adding to much armour or arty without inf will lower org too much.
Doctrines can raise org, so you should research those asap.
Now that's a guy who speaks sense, only one thing to add, concentrate your armour, it's a needle not scythe, once you've made the break then motor/mech/cav can spread behind the lines, run the armour parallel for a space then turn back and breakthrough from behind to create a pocket. (Two small armour forces can act as pincers and do this way more efficiently than a single large one)
Also having a lot of troops in the beginnig helps when you can send volunteers to the Spain and China - Japan war to build XP that you can use for many things....
I had armies that are 100% supplied, 100% equipped, having balanced composition with infantry, tanks and lots of artillery, at maximum plan preparation bonus etc etc. And complete air dominance. Still losing ground combat to similar or even weaker (according to the tooltips) opponent.
No luck getting informative advice either. At best they point over yonder (e.g. "go watch some videos").
What level of tech you are in infantry and artillery?
There are so many things that could go wrong.
Are you saying that +1 skill from generals/marshals makes THAT MUCH of a difference? And same for doctrines?
All troop techs are current, as in *actually supplied* inventory is no more than 1 year behind in terms of tech. Sometimes it's as good as 100% current (no "upgrade" requisitions on logistics screen).
Find areas that are conducive to encirclement and entice the enemy into them even if you have to retreat and give up some land to get them there, then use your best divisions to encircle and destroy divisions.
Only when you have encircled and destroyed enough divisions can you go on a full offensive with a good chance of succeeding.
Infantry for defence
armour for attack breakthrough and encirclement