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Unit--------infy/artillery/Light tank
width----------2/3/2
soft/width-----3/8.3/7.5
hard/width----0.5/0.66/2.5
defense-------11/3.33/1.15
breakthrough-1.5/2/12.2
piercing-------2/1.66/10
armor------------------13
As you can see. the overall attack power of a tank battalion vs an artillery is quite close. It will surpass the artillery by a decent bit if you install a close support gun (will lose some hard attack/width). This combined with breakthrough makes offense with a tank a clear superior choice over artillery. The counter to that being defense where a combination of infy and artillery offer a marginally better defensive situation than an offense based tank platform. Additionally the organization debuff from tanks impacts defense capabilities too.
Now onto space marines. I think they can do well with both tanks and line artillery, but I think they shine offensively without the artillery while still being defensively capable once the armor is bumped up. The key is to have separate divisions for separate roles. I hope this information helps to refine your conclusion. I still haven't made a final decision yet either tbh. haha
honestly arty isnt that expensive, i myself always end up with thousands spare in stockpiles, even when im going against a major as a minor. put 10-15 mils on it and just forget about it. its enough for a long time, provided :
idk what you doing wrong to lose that much arty? are you microing or just letting marshall to go nuts? are you attacking heavily stacked and well supplied tiles? attacking bad terrain, especially like mountains?
there re lotta factors goes into this.
i think there s no single perfect recipe, its all situational. i can count many countries that cant sustain even a 9/1 at start ,let alone 9/4, and a tank division or strong airforce is just a dream.
Do Inf+Arty pushes work for you? If they don't, don't invest in Inf+Arty. Do tank pushes work for you? If they don't, don't invest in tanks. Does providing CAS help you push? If not, don't invest in CAS. Personally, I prefer Inf+Arty pushes, but that's just because those are what works for me. Go with whatever wins for you.
Do whatever works for you with or without line artillery and tell your friend to shove all his artillery up his ass.
SF is just quick and dirty, and reduces the need for thinking and planning. Perfect if you're not building tanks.
I tried the whole 7/2 meta many times and quite honestly it aint nearly as good for defense as people think. For a quick combat it does really well, however if the AI goes into a continuous siege mode those 7/2 always fall eventually simply because they lack the defense and organization.
It also depends upon the nation focuses as well. For example the South American focus trees have a crapton of artillery bonuses.
Also have to keep in mind your 9/0 division has a high defense and low damage, which means it drags out combat, combat being dragged out can be a good thing.
- Generals and units gain more xp
- More chances for CAS to do their thing and gain xp
- Creates a constant drain on the AI equipment, manpower, and supply.
- More combat damage done and casualties for war participation points.
- Long battles can also yield medals if a unit stays in combat long enough.
Having meta templates that just melt everything leads to units and generals never gaining much xp. I learned this the hard way playing with Chinese Warlords where you generals suck and the AI comes at you in the late 40s with level 8 and 9 generals.