Please see the. It’s your unit’s ability to sustain combat. I’m not against taking my guide and posting it someone else, on the contrary, the more people learn from it the better, but I’m just dissapointed that you didn’t mention me. Every such state will grow in ressistance, you want to keep ressistance as low as possible because it will reduce the change for sabotage in that region as well as loss of men and equipment from your garrisoning troops. Maintenance companies are good on your armored divisions to reduce attrition losses. If your armor > the piercing of your opponent, then it halves both the number of soft and hard attacks. The amount of garrison required for a state is listed as a fraction between the divison template assigned to garrison that state. Español - Latinoamérica (Spanish - Latin America), Guys as you might already know i do this work for free and with passion. This is a 50 width infantry template perfect for countries with a high population such as China or British Raj. 1; Reactions: Meroveeus The Crusader. B) Use softer occupation laws for long-term benefits with low costs to suppress ressistance but also low taken resources and factories until the population grows compliance. – Each division template can receive specific types of equipment if multiple types are available. For armored units, this alone makes motorized or mechanized indispensible as without it your units are simply unable to defend. This does not work with the 1934 Light Tank Destroyer version. How do you guys use mechanized infantry in your divisions? Italy is located in Southern Europe and consists of the Italian peninsula and the islands of Sicily and Sardinia to the west. Your forces will still suffer air superiority penalties. It’s usually between 25 and 60. The stats like attack or defense of the divisions don’t matter at all. Manpower: How many people your division employs. Recovery Rate: How fast your units will regain organization. The higher the tech and more tanks the better these are. You need to sign in or create an account to do that. , I do the opposite and use as few as possible , always engineers obviously , and usually ART , some recon or AA sometimes , I use only 2 to 3 slots to keep Org high vs adding other stats. The 20 combat width is the balanced method. Initiative: The reinforce rate and planning speed. 20’s on the other hand might not do so much damage but will hold the line for longer. Training Time: There are two versions of training time, 120 and 180. You can edit division templates by going to: Recruit & Deploy -> Then click "Edit" on the desired division. The composition of each division is specified by its division template. Elite divisions will be prioritized for better equipment, followed by regular divisions and finally reserves. A division is 1 basic unit depicted on the map during gameplay. Here is an example of a basic 10 Infantry division template for defense: And a basic 7 Infantry - 2 Artilery division template for offense: Reset-> Reset the edits you've made but haven't saved. Its terrain is mainly made of hills, with the peninsula having some coastal plains on the east and west sides of its rugged central spine. A Light Tank division whose armor is pierced is not the same thing as a regular infantry division when attacking. A division of 6 Light Tanks and 4 Motorized has 52% Hardness. A 10 INF division has 4 piercing and a 7 INF 2 ART division has 4.5 piercing, so your 15 armor light tank divisions will do well against them. When you make many units of 10 combat width, you increase the density of support battalions on the field, effectively increasing your entire army’s effectiveness at no additional cost of combat width. As a general rule, line-artillery units and armor take 500 men per unit in your division, infantry takes 1000 and motorized & mechanized take 1200. Works for me. The idea of this template is to not let the enemy recover/organize and to keep attacking the enemy. These are usually banned in multiplayer games as they are completely game breaking. For example, if you are being attacked by a unit with 1000 soft attack and 200 hard attack, you will receive (1000 * 0.57) + (200 * 0.43) = 656 damage. 66 votes, 38 comments. @Morrogin I usually find them best reserved for recon/MP. How do I play Italy properly? This is a time listed in days, but since Armor = 180, Infantry = 120, you just have to take this value as it is. But there is a way to get more military resources and factories from that state without having to use more garrison troops to keep ressistance in check, and that is called Compliance. Harsher laws will give you more military resources and factories from that state, but this comes at the cost of more garrison troops needed to keep ressistance under control. Naturally a lower cost is better. Duplicate: Create another division template just like this one without spending army experience, useful if you want to make a new division template while still keeping this one. – It costs 5 XP to add a battalion to a division, regardless if it is the same or new regiment. Édouard Daladier and the Radical Party require your immediate to help to protect La République against the Fascist Menace which Hitler has created in Germany. Both of these doctrines are at or near the very end of their trees, thus your recon value is usually equal to your recon batallion’s level with values between 1 and 7 with an absolute maximum of 8. The division template system is one of the key mechanics of Hearts of Iron IV. It is only visible to you. Zuzzu’s Italy Strategy - Hoi4 (1.9.2) version 1.0, May 2020 With the help of many redditors here on Reddit (in particolar and … Production: 4066.8: Manpower: 8,900: Training Time: 180: Infantry Equip: 310: Support Equip: 110 Motorized: 330: Light Tanks: 180: Medium Tanks: 50: Fuel usage: 18 Support AA or Line-AA is the most cost-effective (production-wise) AA when you take the researches for this. Garrisoning is now different in 1.9, you don’t need to physically train troops and manually assign them in that region like in previous versions. This generally leads to faster fights if both of you are fighting with 40’s. 40 width 15/5 division > 15 medium tank and 5 motorized battalions. Your bombers can actually defend themselves fairly well, but will operate rarely and may achieve their actual objective without a fighter coverage. 40 width & 20 width > 40 width is stronger in most situations. More men in the division means more men on the battlefield and bigger casualty numbers. Organization: This is very important. – Each division consists of up to 5 combat regiments and 5 support companies. As far as I can tell it affects mostly during attrition, and doesn’t appear to have the same combat effects as reliability does for ships. You only need 1 heavy tank to get the majority of armor at the cost of speed. – A division may have any number of the same unit type for battalions, but only one of each unit type for support companies. Although infantry anti-tank provides good piercing to all infantry units it will prove insufficient if you are facing a clever enemy in multiplayer, as the piercing bonus is based on a percentage value and will have a limited impact on actual stats. This is preferable to the above division, especially if you’re fighting in Europe. Infantry and variants have a lot of this because they are many, while armor has very little. The best infantry garrison unit is the horse. And the answer is: Cavalry and Armored Cars. It is dominated by the Alps to the north, the Apennine mountains through most of the mainland, and flatland… All trademarks are property of their respective owners in the US and other countries. This value is provided primarily by Infantry and derivatives. Perfect for garrisoning Ports and Costlines. The starting 1936 Battleship Italy gets, the Littorio Class, costs 11,487 production, so about 2 years of full speed construction with its bonuses. Breakthrough is less relevant than defense for the typical player as you want to hold the ground that you take, having enemies bleed off their organization on the attack and counter-attacking to maintain momentum in a push. Estimated Production Cost: The minimum and maximum estimated production cost of a unit. Very similar to Recon, Reliability and Initiative, there are very few things that affect this value, and it is universal regardless of which line units you employ. It’s usually between 0.30 and 0.44. @Nerkec Double it, just X2 the whole thing, "20 width infantry template. 20 width 6/4 division with medium tanks and motorized. Each division has a division template. 40 width 13/4/2 divisions > 14 infantry, 4 artillery and 2 anti-tank battalions.

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