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Though I cannot speak for anyone else besides me.
after some questioning i understood that spg is bad because the supply use is atrocious, and 3 combat width reduces the soft attack per combat width.
so a 40 soft attack tank is equivalent to a 60 soft attack spg.
Personally I always use mechanized. They're extremely useful, cheap enough and always an answer against the AI. Put some AA support on them and go forth.
The best support companies for Armour are:
Armour Recon
Medium Flame
Logistics
Engineer
Artillery or Rockets.
The only one I would ever consider replacing is swapping out Logistics for Military Police but doing that would significantly increase the supply burden the armour unit has. If you're using a big stack of tanks it can make it really hard to properly supply them.
10 factories on SPGs, 5 on Flame Tanks, 5 on Light Tanks and 40 on Medium Tanks should be enough to make a big pile of tanks. If you're fighting in a smaller region you could do the job with half that.
Any offensive unit should have a Signal support, just for the reinforcement bonus. Defending not so much because you may not have divisions in reserve while defending.
Only Rocket and than it is even good to consider both.
As for SPG (that is not support variant] vs tank - this in general go down if you need more additional breakthrough or soft attack in your armored divsion. vs AI the SPG is almsot always better as breakthrough is sufrficient.
Also the usual approach for it is cost-efficicency as it need less IC per division. The usual strategy is refit light tanks as L-SPART at time you make transition to medium tanks which is superb production wise. Especially if you have designer
Something like this is crazy good for soft attack and IC cost
https://www.reddit.com/r/hoi4/comments/18yucrj/yo_imma_let_you_finish_discussing_artillery_but/
...which is better on IC after it is built?
Signal support is not really quantified because the IC savings it creates are sorta hidden.
- The difference in reinforcement rate determines how quickly you fill a gap in the frontline. Which while there is a gap the other units are taking all the damage,
- The extra coordination makes a difference as you damage is focused on making and enemy withdraw (which puts them in the situation above) and reduces the damage your divisions are taking.
While the "saving" may be minor think about how it would add up over 50 or 100 battles.
Now can you say the same for that little bit of extra damage from a support?Especially if the defender has a high defense and simply blocks the damage.
I dunno, would definitely have to do some spreadsheet type reports for a bunch of battles with each to see exactly how much difference is made. All I know is when I use Signal Supports my offense seems to go a lot smoother.
Also keep in mind that Special Forces doctrines allow Signal Support to buff any non-support artillery in the division.
My TL;DR, if you're fighting a battle where signals would make a difference, you aren't picking the right target and shouldn't be pushing there. You want to be targeting weak infantry units on plains, in order to push forward into the enemy backline so you can create encirclements by a pincer or pushing to a neutral border or coast tile.
As for the light tank SPG, in the early war period you don't need it, you will slice through them with basic light tanks in a basic 5/5 tank division as long as you aren't being overwhelmed by air. So you might as well just progress through to mediums for the main force, and once you research early war light tank you build it build it around being a recon tank (no radio, two man turret, cheap gun, fuel tanks & dozers to provide extra fuel)
The Signal - I personaly do not use it, but is more due I see priority in other support choices than I would see signal as bad. Though as you said above "just for the reinforcement bonus. " - I agree but at same time I dare to argue reinforce bonus is more defensive stat. Especially if you have many infantry divisions that rotate in defensive here is where you want to reinforce in no time - taht is the scenario where it shine.
My tank divisions are few in numbers usually not even more than 1-2 attack in tile and the situation it utilize reinforce mid combat is very rare, reinforce and signal has low priority for attack/armored due this. (especially if you micro your attacks and encirclements). If something it is the planning bonus that gives tanks initial edge - but the planning speed is not my priority either. Simply do small encirclements and wait a bit longer for full planning prior continue.. again this go more if you let AI use it in constant attacks or you control it more yourself.