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b. no difference
c. no difference
d. no sense at all - i use aa support company, but if i get really desperate i might make an anti air tank design and put 2-3 of them into my tank template, or dupe that template and roll the dupe template out with aa
e. depends on the situation, low width (battalions add combat width) means weaker divisions but different types of terrain like plains and mountains have their own width you should aim for - if you want a simple infantry template, 9 infantry 1 artillery is easy to pump out from the beginning if you have a consistent artillery production on.
spice it up by adding 2nd battalion of artillery for extra power later on when you produce enough artillery to justify it
alternatively i've heard of a 6 infantry 1 artillery template that im still testing
another doubt what is the usefulness of the support artillery if it has less force than normal. for that I always add artillery as normal units.
Though a separate topic. I don't understand why this system of adding units in specific places if it doesn't have any influence. They would have made the creation of divisions a simple list in which you added one type of units and subtracted others and that's it.
What is cheaper is relative, if they made the support one 36 and the unit one 12, there would still be an economic option for those who cannot afford that luxury. so that's not an advantage, it's pretty neutral. the above disadvantages just to get -1 army width, it seems too much to me
At the end of the day.
It takes 288 cannons to equip 24 divisions with support artillery.
It takes 864 cannons to equip 24 divisions with just 1 artillery battalion each.
I'm not going to say don't build line artillery ... but I will say that much line artillery comes at the expense of more planes or more tanks, things which are more effective at winning wars.
Both in the ability to build said weapons in the first place, but also in the ability for your supply lines to sustain them as well.
the only real difference: is that you have 25 line slots that can be repeated. sure that at least one of the units there is repeated several times, if you give up one of those repeated units to put an artillery, you have several more. and the strength that this division lacks, the next division will have.
On the other hand, the support boxes are only 5 and they are unique, the support you give up to put an artillery, the division next to you will not have it
Combat width is decided by terrain (and modified by tactic/doctrine).
It used to be that all combat was a multiple of 20/40, making 20/40 width divisions the best. (You could get the most damage in without taking oversize penalties.
This changed with NSB, intentionally making it so that no size fits all battles perfectly. This is where support companies are nice, they modify divisions without adding any combat width.
For your main defensive infantry units, you want them to be cheap but effective. This is where "pure" inf divisions excel: they're cheap to build and they hold the line well. Adding lots of line arty/AT/AA makes them much more expensive to produce equipment for and take up more of your supply lines.
I use pure inf divisions at the start to hold the line, then add support arty/engineers to increase their soft attack and entrenchment. If I don't have air control, I'll throw on support AA. I don't generally feel the need to add line arty/AA, as it often is overkill for what you're trying to achieve. You don't want to be in a production deficit giving you the downsides of expanded divisions (larger combat width) without any benefits.
I rarely use all 5 support slots, and then it's generally only end-game modern tank divisions once I have a stupid number of factories and a mob to grind through.