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spectralent posted:speaking of stuff that's not in the right spot why is the matilda a light tank when being slow and heavily armoured are it's two defining features? edit: quote for new page.
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# ? Jun 17, 2017 03:50 |
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# ? Apr 27, 2024 12:58 |
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Gort posted:To be fair, you only have to do that if you pick to go communist and do the anti-colonialist crusade. You can also join the Allies, Axis or Comintern as South Africa, going communist and going it alone is only necessary if you're after one particular achievement. I'm not saying you're wrong, but as if there's anyway to play SA as anything but an anti-colonialist crusader state.
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# ? Jun 17, 2017 04:50 |
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spectralent posted:speaking of stuff that's not in the right spot why is the matilda a light tank when being slow and heavily armoured are it's two defining features? Because all of the tank models are the same outside of the name and the jpg
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# ? Jun 17, 2017 11:19 |
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Psychotic Weasel posted:Which one? The original design only had it weighing in at 11 tons and it was sporting a machine gun. The Matilda II had a 40mm gun which I guess is better but would already by outmatched by 1940. Picture looks like a Matilda Sr. at least. Gort posted:Because all of the tank models are the same outside of the name and the jpg Yeah, I know that, but it seems like it's a pretty obvious candidate for being in the heavy tank slot and putting the A9-10 Cruisers in the post-vickers light tank slot. Hell, the Crusader's even a reasonably direct descendant of the later Cruisers, so it makes sense to get the Crusader as the medium off that.
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# ? Jun 17, 2017 13:21 |
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Is there any reason that every country without a unique focus tree now ditches their original leader after a year or two in-game, despite staying the same ideology?
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# ? Jun 18, 2017 04:04 |
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Spiderfist Island posted:Is there any reason that every country without a unique focus tree now ditches their original leader after a year or two in-game, despite staying the same ideology? They actually change party, it's really odd. The only one I'd actually noticed was PRC which drops Mao and can go Anarchist, Leninist or Stalinist. Hadn't seen it with others. I hope it gets full functionality eventually, I'd like to be able to change party. WhiskeyWhiskers fucked around with this message at 04:13 on Jun 18, 2017 |
# ? Jun 18, 2017 04:11 |
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It's because some joker at Paradox put a "retire country leader" command at the top of the army focus tree
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# ? Jun 18, 2017 11:28 |
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Do you guys have any advice for division composition, like what kind of divisions do you usually train? My usual line infantry is the 7Inf+2art (plus recon/engineers/logistics when my production allows it). My mountaineer divisions are usually the same. But for my other divisions I don' t really have a clue. Like what is a good setup for Marines or Paras? Is it a good idea to make specialised AT or AA divisions, or should I try to add AT and AA only in support battalions? And regarding armour divisions, what is a good balance between tanks and support motorised infantry? Is it a good idea to make 'battlegroup' divisions with tanks, mechanised infantry, TD's and SPG's as breakthrough units or is that a waste of productions and should I add those elements to my normal infantry or armour divisions?
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# ? Jun 18, 2017 20:30 |
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Molentik posted:Do you guys have any advice for division composition, like what kind of divisions do you usually train? If you have the production capacity for it, I make my tank divisions 4 tanks, 3 motorised/mechanized (light tanks get trucks, medium tanks get mechs), and 2 SP artillery. Once I am able to, I primarily use these divisions to attack and my leg infantry is just for holding the line/making lightly opposed advances. I always include maintenance and engineering support in my tank divisions, and signal companies if I have the production. These companies, especially the medium tanks w/ mechanized troops, will be able to punch through anything you need them to. You may want to put support anti tank into your light tank divisions if they will be up against medium tanks. There's no need to put any anti-tank in your medium tank divisions. Support artillery can be useful in both, especially if you have the superior firepower doctrine. If you go for the mobile warfare doctrine your tank divisions will have so much breakthrough that additional artillery isn't necessary.
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# ? Jun 18, 2017 21:07 |
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Enjoy posted:It's because some joker at Paradox put a "retire country leader" command at the top of the army focus tree ... but why fakeedit: why are all of Czechoslovakia's non-ideological boost ministers just fascists from the Slovak Republic, rather than any Czechoslovak historical ministers?
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# ? Jun 18, 2017 21:09 |
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popewiles posted:If you have the production capacity for it, I make my tank divisions 4 tanks, 3 motorised/mechanized (light tanks get trucks, medium tanks get mechs), and 2 SP artillery. Once I am able to, I primarily use these divisions to attack and my leg infantry is just for holding the line/making lightly opposed advances. I always include maintenance and engineering support in my tank divisions, and signal companies if I have the production. These companies, especially the medium tanks w/ mechanized troops, will be able to punch through anything you need them to. T(h)anks!
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# ? Jun 18, 2017 21:16 |
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popewiles posted:If you have the production capacity for it, I make my tank divisions 4 tanks, 3 motorised/mechanized (light tanks get trucks, medium tanks get mechs), and 2 SP artillery. Once I am able to, I primarily use these divisions to attack and my leg infantry is just for holding the line/making lightly opposed advances. I always include maintenance and engineering support in my tank divisions, and signal companies if I have the production. These companies, especially the medium tanks w/ mechanized troops, will be able to punch through anything you need them to. And when you get late game, double those divisions for 40 width tank division and laugh as the world crumble beneath your fist.
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# ? Jun 19, 2017 08:12 |
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Any recommendations for marine and para divisions?
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# ? Jun 19, 2017 13:12 |
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Having played a couple of games on the new patch, I'm pretty sure there's something wonky about Spain. The Spanish Civil War consistently ends within a year and Nationalist Spain joins the Axis by 1940. Has anyone else had the same experience?
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# ? Jun 19, 2017 13:24 |
They're both the same, more or less. You cannot have something other then a marine or para unit, so build to your preferred width (twenty, usually) with a small caveat; paratroopers have weight based on the division size, so a larger one will take up more room on a plane. They'll all drop eventually, but it'll just take more then one trip. Marines limitations are solely by division number, though, so technically fatter ones get you more mileage and in theory leverages your brief supply window better, but it doesn't really matter. Marines are practically mandatory to have engineers, though everyone wants it. Support artillery (and rocket artillery if you're using it) and presto, a fiesty unit. Keep in mind they both are kinda lovely. Marines are not to navally invade into a unit, they're to land on the land surrounding your objective (see; a port) to then attack it with land, using it's much better organization when invading to actually get it done. (I suppose throwing other units into the division wouldn't hurt, then, but I'm not sure what happens to the org bonus if it's not pure.) Paratroopers still have trash organization, though they do count as defending whatever province they drop in which can lead to hilarious shenanigans on, say, level ten forts.
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# ? Jun 19, 2017 13:28 |
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Does dropping paras on the forts let you move reinforcements in and have them count as defenders as well? I haven't tested but it seems plausible.
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# ? Jun 19, 2017 13:46 |
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Whoa, if that's true about paratroopers then the Maginot line just got much less defensible.
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# ? Jun 19, 2017 13:53 |
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Lord Hypnostache posted:Having played a couple of games on the new patch, I'm pretty sure there's something wonky about Spain. The Spanish Civil War consistently ends within a year and Nationalist Spain joins the Axis by 1940. Has anyone else had the same experience? Yeah, most barely even get 6 months. It's been like that for a couple of patches now though, Nat Spain is just a hell of a lot stronger than the Republicans for whatever reason.
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# ? Jun 19, 2017 13:57 |
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I think the numbers on marine divisions are such that having line artillery is a net benefit rather than a net negative, although it does make preparation time longer.
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# ? Jun 19, 2017 14:02 |
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WhiskeyWhiskers posted:Yeah, most barely even get 6 months. It's been like that for a couple of patches now though, Nat Spain is just a hell of a lot stronger than the Republicans for whatever reason. While we're on the topic of the SCW, does anyone have any pointers for winning as the Republicans? I tried a few times back in vanilla and inevitably got crushed, and it sounds like it's more difficult than ever now. I have the DLCs but haven't yet played with them active so I'm not completely sure what difference they'll make.
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# ? Jun 19, 2017 14:35 |
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What's the feeling on cavalry around here? Playing a game as the UK and rethinking my Colonial/Garrison forces, and I've been thinking of switching to 5x Cav with Engineering and Artillery support. Thinking this should be sufficient for holding the enemy at bay where needed, but also good for places like Africa and Asia where units might need to cover lots of lovely ground. Of course, I can throw an MP on there too to make them great suppressing units and save myself a template. Cav has 25HP and 70 Org (5 and ten more than regular infantry, respectively), which seems like that would make it ideal for defense. There is a potential supply issue, but I could throw in a Logistics division to help keep that in control. I'm trying to figure out if I'm missing something that would make it crap, though. JerikTelorian fucked around with this message at 15:05 on Jun 19, 2017 |
# ? Jun 19, 2017 14:35 |
So Romania is actually a lot of fun to play as with one exception, your king loving sucks, which is pretty flavorful, but if go down the national focus just the right way, it doesn't look like there is any way to make it so that you stop getting events that cause you to either screw up production or screw up your government. Still fun though. The only other thing that sucks is that Turkey holds the key strait to the Black Sea so your navy is pretty useless and if Turkey goes rogue, you are screwed in trade. (Which is why I made sure I took Istanbul.)
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# ? Jun 19, 2017 15:42 |
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WhiskeyWhiskers posted:Yeah, most barely even get 6 months. It's been like that for a couple of patches now though, Nat Spain is just a hell of a lot stronger than the Republicans for whatever reason. prussian advisor posted:While we're on the topic of the SCW, does anyone have any pointers for winning as the Republicans? I tried a few times back in vanilla and inevitably got crushed, and it sounds like it's more difficult than ever now. I have the DLCs but haven't yet played with them active so I'm not completely sure what difference they'll make. JerikTelorian posted:What's the feeling on cavalry around here? On the other hand, I've never actually used cavalry to do anything other than sit on partisans, so gently caress if I know.
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# ? Jun 19, 2017 16:02 |
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Just got this game on sale and it is great, but I am super confused about how to do a couple of things. When I edit an infantry division, should I be putting any motorised or tanks in there with the troops? And how big should I make them? Also, should I build the max amount of factories at the start of the game? Last time it had got to 1942 and I hadn't even finished my original build orders, while there were loads of repairs that needed to be done and I just got rolled because I couldn't build anything fast enough to supply my divisions. How do I make factories build faster, and what kind of ratio do I want between civilian and military?
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# ? Jun 19, 2017 16:14 |
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popewiles posted:If you have the production capacity for it, I make my tank divisions 4 tanks, 3 motorised/mechanized (light tanks get trucks, medium tanks get mechs), and 2 SP artillery. Once I am able to, I primarily use these divisions to attack and my leg infantry is just for holding the line/making lightly opposed advances. I always include maintenance and engineering support in my tank divisions, and signal companies if I have the production. These companies, especially the medium tanks w/ mechanized troops, will be able to punch through anything you need them to. I'm playing as Austria-Hungary, and my IC and resources are surprisingly limited. I'm thinking of putting rocket trucks in with my motorized to provide some good anti-infantry firepower without sacrificing speed and using less resources. I've never researched rockets before. Does that strengthen my motorized Soft Attack to justify the cost in research and starting a new line, or should I just wait for SP-light tank conversions after I convert my armored more fully to medium?
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# ? Jun 19, 2017 16:34 |
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Dravs posted:Just got this game on sale and it is great, but I am super confused about how to do a couple of things. You can mix in tanks if you want, but if you mix leg infantry and tanks then the unit will only move at the speed of leg infantry. It'll still benefit from the increased armor and firepower, though, so some people do like to mix in a heavy or super heavy vehicle (which move at similar speeds anyways) to their leg infantry. However, the advantages of fast divisions are pretty big, so most people plan divisions based on that (motorized and light tanks both move at 12, so a combination of light and motorized makes a really fast division, and mechanized and medium both move at 8.) There's no real point in adding motorized to a leg infantry division. It's basically just more expensive infantry with the same stats but much higher speed. Some popular divisions: Cheap human wave: 10 infantry, support artillery (if they're lucky) Heavy infantry: 7 infantry, 2 towed artillery, Support artillery/engineers/recon (maybe a field hospital once it wont lower your Organization too much) Partisan suppression: 5 Cavalry Light tanks: 4 Light Tanks, 6 Motorized, mix of support companies Medium tanks: 4 Medium tanks, 6 Mechanized, lots of support companies The second question is more a matter of preference and country. IIRC, someone did the math and it takes civilian factories between two and three years to pay off, so generally you want to start with civilian but then switch to military factories later. The longer you wait to switch over, the better off you'll be late in the war but the harder things will be early on.
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# ? Jun 19, 2017 16:36 |
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Dravs posted:Just got this game on sale and it is great, but I am super confused about how to do a couple of things. quote:And how big should I make them? quote:Also, should I build the max amount of factories at the start of the game? quote:Last time it had got to 1942 and I hadn't even finished my original build orders, while there were loads of repairs that needed to be done and I just got rolled because I couldn't build anything fast enough to supply my divisions. quote:How do I make factories build faster, and what kind of ratio do I want between civilian and military? Democrazy posted:I'm playing as Austria-Hungary, and my IC and resources are surprisingly limited. I'm thinking of putting rocket trucks in with my motorized to provide some good anti-infantry firepower without sacrificing speed and using less resources. I've never researched rockets before. Does that strengthen my motorized Soft Attack to justify the cost in research and starting a new line, or should I just wait for SP-light tank conversions after I convert my armored more fully to medium?
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# ? Jun 19, 2017 16:40 |
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Dravs posted:Just got this game on sale and it is great, but I am super confused about how to do a couple of things. This list of land units might be helpful for understanding how division design works. It has a useful list of statistics at the top that tells you what each stat does. In short, infantry has lots of HP (damage it can take before it is destroyed) and Organization (sort of a combo of Morale and readiness for combat; if this hits 0 units will flee). Armor tends to have good Soft/Hard attack (damage against unarmored and armored targets, respectively) and breakthrough (sort of how effectively a unit van attack for before stopping). This is all summed for all brigades within a division, so a division of 10 infantry will have 10x the HP of a 1 infantry division.
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# ? Jun 19, 2017 16:47 |
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JerikTelorian posted:What's the feeling on cavalry around here? Cav is fine early, its main problem is that it doesn't really get upgrades, so its relative performance compared to other divisions will degrade over the course of the game. It should be fine for colonial garrisons in areas where you expect to do some attacking, like Africa.
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# ? Jun 19, 2017 17:06 |
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Molentik posted:Any recommendations for marine and para divisions? I only build marines as the USA since their bonuses are only useful for attacking islands and river crossings. Since they have more breakthrough and less defense than standard infantry, I build them to to be general offensive units for Asia. So 6 mar, 2 art (or rocket), 1 medium tank (or heavy tank). Add another marine or tank brigade for an offensive trait general. Support is, eng, recon, art, rocket, and field hospital. The hospital is optional and can be swapped out for something else like AT or AA. For para support I go with with eng, recon, art, field hospital, and either rkt/aa/at depending on who I am playing as. Rocket at the usa for more support firepower, AA for Germany (smaller air force, cheap, extra soft/hard attack), and AT for anyone else fighting Germany. For Mountain troops support I go the same as the para troops but swap out either the hospital or the second fire support for logistics since they will be used in low support areas. I use the standard 7 mountain/2 art build with them.
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# ? Jun 19, 2017 17:49 |
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Gamerofthegame posted:Paratroopers still have trash organization, though they do count as defending whatever province they drop in which can lead to hilarious shenanigans on, say, level ten forts. Turns out this is false:
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# ? Jun 19, 2017 22:20 |
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Far as I know paras are absolute trash at fighting stuff they fall on at the best of times, so I don't see why dropping them on a fort would help.
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# ? Jun 20, 2017 00:31 |
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spectralent posted:Far as I know paras are absolute trash at fighting stuff they fall on at the best of times, so I don't see why dropping them on a fort would help. Hey it worked in real life one time. Just land a couple gliders on the fort's roof, they would never expect that! https://en.wikipedia.org/wiki/Battle_of_Fort_Eben-Emael
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# ? Jun 20, 2017 03:16 |
Gort posted:Turns out this is false: Awh, they fixed it? That's disappointing.
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# ? Jun 20, 2017 03:38 |
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Hahaha, so many negative modifiers that those poor paratroopers are 0 / 0 / 0. I think they just parachuted into big cannon barrels and got shot out like some kind of circus show.
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# ? Jun 20, 2017 04:20 |
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Gamerofthegame posted:Awh, they fixed it? That's disappointing. I am not sure it is, because part of this also was that you can take over forts. Some of the easier Germany strats abused that fact: - make a defensive line 3 provinces away from the border in the Rhineland - wait until the French advance past their forts and abandon the maginot line - drop paratroops behind them and crush them with tanks from the front It wont actually matter much if your paratroops get the fort bonus or not, they're mostly a dispersion anyway.
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# ? Jun 20, 2017 06:19 |
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I suggest everyone downloads and plays with the No resistance mod, especially if you're playing a non-Axis country. The difference it makes to the AI is huge. Gort fucked around with this message at 12:43 on Jun 20, 2017 |
# ? Jun 20, 2017 12:31 |
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Unexpected beta patch for the 1.4 update. Looks like it makes number more tweaks to the AI and fixes number of issues with the new focus trees. Among other things. Will have to give it a shot tonight to see how it changes things up. Hopefully it fixes the constant suicidal charges that wars often start out as.
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# ? Jun 20, 2017 18:32 |
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Ran a human_ai test game to check out the new beta patch and Germany seems to be building enough infantry equipment finally which actually turns them into a loving juggernaut. They've inflicted something like 7 million casualties on the Soviet Union in two years of war. On the other hand Japan is still set to join the Axis by default which leads to them doing stupid poo poo like joining the war against the Allies or Soviets years before they're they're ready, leading to a three front war that they absolutely can't win.
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# ? Jun 21, 2017 06:10 |
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# ? Apr 27, 2024 12:58 |
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So I started a multiplayer game of millennium dawn (the modern day conversion mod) with a friend yesterday and it's absolutely stupid in the best of ways. I'm playing as France, he's playing as Japan, and around 2002 China gave him an ultimatum re: the senkaku islands and when he refused they declared war immediately. While NATO was getting its poo poo in order to rush to Japan's aid, within the first week China had nuked every city and airport in Japan. They performed a naval invasion and occupied Kyuushu, Chikoku and a few provinces around Hiroshima before we could grind their advance to a halt. My rafales eventually gained air superiority above Southern Japan and the Franco-US navy managed to blockade the Chinese coast. After 3 years of grueling combat we're driving the Chinese back and we have already liberated Chikoku and Hiroshima. The casualties are currently 2.5 million for NATO and 2 million for China. 0.5 million of the NATO casualties were somehow loving Turks. Only about 300k were Americans, and another half million were Japanese, so a good portion of a million casualties are a random collection of Spanish, Greeks etc. who helped stop the advance in Japan. Other special tidbits from this campaign include: - Al Gore won the 2000 elections and decided not to do anything at all about 9/11. I guess that's for the best because otherwise the USA would have been bogged down in Iraq. Now they get to be bogged down in China instead! - I staged a coup in China which got utterly annihilated within months. I'm staging a second one because the Spanish and UK AI have both, independently from each other, forced some beachheads in China so maybe the Chinese will be distracted and the revolution can happen.
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# ? Jun 21, 2017 08:47 |