New. Q&A thread with the new update. Ask questions about the game. As I know these will be asked:
I will update when it actually comes out tomorrow
When is waking the tiger coming out?
4PM Central European Time (CET) about.
Will there be a sale?
Probably. I cannot guarantee but likely.
What is in the new expansion and what is not?
The patch notes did a good job recapping. But many of the features are in the middle. Part are free like most of the German focus tree but parts are paid like the alt-history. Some of the decisions are free others are paid.
Do I need the DLC and if so which one?
No you don't require them for say. Waking the tiger is looking to be the biggest change. Quite a few of the mechanics look to have a dramatic impact.
Together for victory has more mechanics then DoD but is heavily limited to the commonwealth.
Death or dishonored has better focus trees. But is very mechanically limited.
So I would get waking the tiger. If you want to spice up the game get the other 2.
I am losing and I don't know why?
Division design is a very important aspect. It does not matter how good your fight Napoleonic. Improving your divisions is improving them tactically. Attack concentrated points with tanks not sending infantry everywhere.
40 vs 20 width
40 is significantly stronger in combat. 20 is more versatile and noob friendly. 40 can do unfair things compared to 20.
With the waking the tiger update pure infantry are no longer as bad. In my opinion it may be now preferable for non offensive operations.
10 infantry:7 infantry and 2 artillery:8 infantry 1 artillery 1 AT
20 infantry:17 infantry 2 artillery:14 infantry 4 artillery
Support engineers, recon, and artillery as base supports. These 3 have the biggest impact in combat, versatile, and cheap. Support rocket artillery, medic, and AT are good additions.
What does AA province/division do?
AA does not help you with air superiority. If their is no enemy planes these do little.
Division AA shots down CAS mostly not fighters. It reduces the air superiority penalty as well but only the penalty they do nothing for superiority it self. They won't protect the province or any other division only the one its in.
Province AA fight strategic bombers reducing their damage. Does not protect divisions.
I am suffering attrition but I have supply?
Attrition has 3 sources. Weather, terrain, and supply. Terrain and weather is the biggest cause. So its not a supply issue its probably a desert or mountains you are marching through.
Use maintenance companies to reduce attrition damage taken.
The basis of the tanks should be either light, modern, super heavy, or medium tanks. Heavy are more a support tank. Light tanks preform a similar role to motorized in exploitation. Feel free to mix light, medium, and modern together. While it is not using light tanks speed advantage its better to just have tanks out their. You don't need to build a pure medium division right out of the gate. Modern tanks are heavy medium combined. If the enemy is using modern treat them as heavy tank they are beastly. But they have disadvantages of heavy like being expensive. Super heavy tanks are fort busters so if you forget Belgium exists. Bellow will just be refereed to as tanks.
Their are a few kinds of infantry for your tanks cavalry/bike, motorized, and mechanized. Cavalry while cheap does not have much advantages. Motorized are the go to fast, and decent hardness. Mechanized are significantly more expensive and slower but provide valuable defensive stats like defense, HP, armor, and hardness. They also are pretty good for hard attack and piercing increasing your anti tank ability without. Most times you will want to use motorized. Bellow they are refereed to as just infantry.
6/7 tanks 4/3 infantry. I would use the 6-4 as its more generic.
15 tanks 5 infantry. Using 40 width armor allowing it to outarmor infantry. High hardness.
I suggest forming up a division as a elite with high priority and pure tanks. Then a second with TD (or other supports) and lower priority. This concentrates the good equipment increasing hardness, penetration, and speed overall. The outdated equipment downsides are compensated for by the TD. All equipment is good and usable you may want to use it a bit differently.
Support engineers, recon, maintenance, and logistics are quite good. Due to their high cost maintenance will prevent attrition from destroying you.
Tank support. Use the heaviest one your division is based around. So if your division is light use light supports. If you have heavy use heavy. Generally the slower ones are usually better.
SPAA if you lack air superiority is quite valuable. Shooting down CAS hurting your division, greatly speeding you up, and increasing breakthrough/defense.
SPG are cheap. Use them in pairs of 2 if possible. Generally you won't want to use these due to how much hardness you loss and how little soft you gain. Better for motorized/LT exploitation due to cost.
TD are mostly for penetration mostly. Heavy tank 2 and 3 also fit this role see bellow. If you don't have the penetration you have a big disadvantage so you want to penetrate them. Medium TD hard attack are is quite poor and will easily preform worse against tanks then a medium tank of equal tier. H/SHTD do have pretty good hard attack but not really worth it. H/SHTD are very good for supporting infantry due to their high penetration and armor.
Heavy tanks provide armor, and latter penetration to a medium division at the cost of speed. HT1 is significantly worse and outdated at day 1 but do have more armor still. As armor/penetration is based on the highest you only need a single battalion for the majority of the benefits and downsides. Armor is extreamly powerful being a x3 increase in strength. They also have good hard attack better then medium TD or similar tier. Mechanized preform a similar job as these with comparable disadvantages.
Currently ships are unbalanced. Carriers are very powerful but you start taking a penalty above 4. BB are extreamly strong with high damage and very durable. So your entire navy can consist of just these 2.
Controlling generals or increasing cap.
You can assign field marshals (army ground) front lines and offensive lines. This greatly reduces how many different frontlines you need
Skilled staffer at the bottom raises it to 30 and field marshal to 7.