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You can vary it up a bit depending on the situation however. If enemy has much air, it's very worthwhile to add some SPAA in the template. You can also add some SPART if you're feel like experimenting, they are very powerful as well, trading some breakthrough and little armor for more soft attack.
I disagree. While maintenance can be good (I usually just pump up my reliability so I won't need it), org is usually rather high when using Mobile Warfare doctrine, and Support Artillery adds quite a nice amount of Soft Attack when using Superior Firepower thanks to the +50% damage bonus. And the lack of organization can be easily mended just by switching more tanks to mot/mech. As for rocket artillery, it only starts to overtake conventional artillery in terms of damage very late game, and has the same organization impact. At that point, the game is usually more or less over.
If you switch a tank to a motorised then you are losing more soft attack than you gain from that support company.
Maintenance is good for reduced attrition on the trucks/half-tracks. However, it isn't much use in the 1936 version. The opener gives no indication of time or nation so doctrine research and models are all unclear. Templates for divisions should change over the course of the game.
Heavy units, in I think all WWII nations' armies, operated outside the divisional structure as independent battalions or regiments that could be attached to Corps or Armies as needed. German Tiger tanks, for example, operated in independent heavy tank battalions[en.wikipedia.org].
It was not just heavy tanks that existed outside the divisional structure. For the German army[tmg110.tripod.com]:
This would include heavy artillery, like the 21 cm Mörser 18[en.wikipedia.org] and Nebelwerfer[en.wikipedia.org] rocket launchers.
As I've mentioned elsewhere, I ignore the 40-combat width mechanic when designing divisions as it's "gamey" - the AI doesn't build divisions according to combat width. Instead, I try and design them to be historically accurate/realistic.
I haven't played a major power in the game yet that builds heavy units, but I've been thinking about how I would simulate these independent Army Troops.
My current thinking is that I will create smaller-sized heavy divisions and attach them to Armies as support. The template I'm thinking of is a division containing a regiment of two heavy tanks and one heavy tank destroyer, and a second regiment of two heavy self-propelled artillery and one heavy self-propelled anti-air. Support companies would be recon (light tank), engineers, signal, maintenance.
Apart from that I think you are correct that they were mostly in independent battalion level forces (or a few cases where one company in a division was replaced by heavies).
Heavy SPG and TD I think were integral to some divisions.
I don't know about the Soviets, but I don't think Heavy SPG or Heavy Tank Destroyers were part of the divisional structure for Germany or the Allies. Self-propelled guns like the Wespe and Hummel were used in Panzer divisions. These are basically the infantry division artillery guns mounted on a tank-style chassis/casemate, and would be represented by medium SPG in the game. German Heavy SPGs would be heavy assault guns like the Sturmtiger, which weren't divisional.
The Germans and Allies produced few heavy SPG or TD.
Comparison video you've probably already seen of German WWII vehicle sizes:
https://www.youtube.com/watch?v=eub93nHvn8Q&ab_channel=AmazingViz
So, in game terms, I guess you could say that the British and Americans did go down the heavy tank path in the tech tree, but were behind in their research compared to the Germans and Soviets, and didn't do much production-wise.
11 heavy tank 2 td and 7 mech for mobile warfare if u have green air and mobile warfare
10 heavy tank 2 heavy td 2 heavy AA 7 mech if no planes and mobile warfare
if u do mass mob/ grand battle plan (unless ur france) and tanks just alt f4
support comapnies if green air: armored car recon, engineer, logistics, signal, maintanence
Support comapnies if fighting red air high supply areas: armored car recon, engineer, signal, maintanence, AA
support companies if fighting red air low supply areas: armored car recon, AA, logistics, engineer, maintanence
support artillery useless, rocket ART is not ideal for tanks since u prob already have 500 soft attack and 1k breakthrough, military police only use for garissons ofc, field hospitals is debatable, as you can replace signal companies with field hospitals its not a bad idea, i usually just do signal thoough