Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

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?
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.

edit: quote for new page.

Adbot
ADBOT LOVES YOU

WhiskeyWhiskers
Oct 14, 2013

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.

Gort
Aug 18, 2003

Good day what ho cup of tea

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

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

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.

edit: quote for new page.

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.

Spiderfist Island
Feb 19, 2011
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?

WhiskeyWhiskers
Oct 14, 2013

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

Enjoy
Apr 18, 2009
It's because some joker at Paradox put a "retire country leader" command at the top of the army focus tree

Molentik
Apr 30, 2013

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?

Nicodemus Dumps
Jan 9, 2006

Just chillin' in the sink

Molentik posted:

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?

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.

Spiderfist Island
Feb 19, 2011

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?

Molentik
Apr 30, 2013

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.
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.

T(h)anks!

Popoto
Oct 21, 2012

miaow

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.
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.

And when you get late game, double those divisions for 40 width tank division and laugh as the world crumble beneath your fist.

Molentik
Apr 30, 2013

Any recommendations for marine and para divisions?

Lord Hypnostache
Nov 6, 2009

OATHBREAKER
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?

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
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.

xthetenth
Dec 30, 2012

Mario wasn't sure if this Jeb guy was a good influence on Yoshi.

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.

Gort
Aug 18, 2003

Good day what ho cup of tea
Whoa, if that's true about paratroopers then the Maginot line just got much less defensible.

WhiskeyWhiskers
Oct 14, 2013

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.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
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.

prussian advisor
Jan 15, 2007

The day you see a camera come into our courtroom, its going to roll over my dead body.

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.

JerikTelorian
Jan 19, 2007



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

jadebullet
Mar 25, 2011


MY LIFE FOR YOU!
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.)

Friend Commuter
Nov 3, 2009
SO CLEVER I WANT TO FUCK MY OWN BRAIN.
Smellrose

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.
It's because the Fascists send more tanks than the Soviets do.

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.
Build military factories in Catalonia pre-war, bee-line industrial techs and focuses (as long as they don't put factories in bits that go Nationalist), get artillery and maybe anti-tank in your divisions as soon as possible, hope Uncle Joe sends some armour, try and evacuate your troops from Bilbao if you can, attack anywhere you see an opening, and you might just pull it off. It's very hairy for the first few months, but once your production lines get up to speed you should be able to drive the Falangists back into the sea.

JerikTelorian posted:

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.
I ignore Africa and focus on smashing the fash in Europe, it feels like it'd take more troops than it's worth to hold the line south of the Med, let alone advance. In Asia, the ground's lovely enough that you're probably better off with mountaineers.

On the other hand, I've never actually used cavalry to do anything other than sit on partisans, so gently caress if I know.

Dravs
Mar 8, 2011

You've done well, kiddo.
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?

Democrazy
Oct 16, 2008

If you're not willing to lick the boot, then really why are you in politics lol? Everything is a cycle of just getting stomped on so why do you want to lose to it over and over, just submit like me, I'm very intelligent.

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.
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.

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?

Bremen
Jul 20, 2006

Our God..... is an awesome God

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.

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?

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.

Friend Commuter
Nov 3, 2009
SO CLEVER I WANT TO FUCK MY OWN BRAIN.
Smellrose

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.

When I edit an infantry division, should I be putting any motorised or tanks in there with the troops?
Nope. Motorised is just infantry that goes faster and costs more, so sticking them with footsloggers is a waste, and the whole "going fast" thing is also pretty important for tanks.

quote:

And how big should I make them?
20 or 40 combat width, because the maximum combat width in a battle is always some multiple of 20 so that will let you get the maximum dudes in the fight.

quote:

Also, should I build the max amount of factories at the start of the game?
Pump out factories as fast as you can, because more factories means more guns and more guns means you win more fights.

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.
If your factories get hosed up, you can go into the construction screen and shift-click on the up arrow by the repair order to move it to the top of the build queue. If you were getting factories trashed, either you got the poo poo bombed out of you (build more fighters) or you let partisans run riot in captured territory (put some cavalry divisions on a garrison order with only Suppress Resistance selected).

quote:

How do I make factories build faster, and what kind of ratio do I want between civilian and military?
Factories build faster in states with more infrastructure (it'll say on the map what the % bonus to construction speed from that is), and the industrial techs are top priority because they make your factories pump out more poo poo more quickly. I usually build one civ factory for every three military ones, but that's pretty arbitrary and it depends when you expect to start fighting. If you're the Yanks or Soviets, you can get away with putting off building military factories for a few years while you get the rest of your poo poo together, but if you're Spain or China you should pump out mil factories and nothing but straight out the gate because that war ain't waiting for you.

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?
Motor rocket artillery has a bit less soft attack than light self-propelled artillery, but gives slightly more bang for your buck. If you've got or will have light tanks to convert to artillery, probably better to use those.

JerikTelorian
Jan 19, 2007



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.

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?

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.

  • When in combat, each side has a "width" of 80 that you can fill with units. Also, you can support attacks from adjacent regions at a width of 40. This means you want your division templates to ideally divide evenly into 40 so 20 is a very popular target. If you had divisions of 25 width, this means you could only fill 75/80 width and are weaker than you could be, for instance. The most common infantry division to meet this is 7x Infantry (2 width each, for 14) and 2x Artillery (3 width each, for 6) equaling 20 total.
  • Armor alone has pretty low HP/Organization, so pure armor divisions aren't that great and they're at a high risk of being broken or completely destroyed. It's wise to pair them with infantry. I usually do something like 3x Tank Divisions, 4x Motorized Infantry, and 2x SP Artillery for a pretty strong and fast division. You could mess with this and maybe go like 4/3 Tank/Inf but honestly I don't like to lean it much more
  • You could also add a small number of tanks to a lot of infantry divisions, but I think tactically massed armor is generally better than distributed. If you're the USA you probably have the industrial base to do both, so go for it.
  • There are two types of factories: Civilian and Military. The former take longer to make, but are used to build all other structures (Factories, Dockyards, infrastructure, airbases, etc), while the latter actually make guns and the like. I usually build mostly civilian early on so I can get a good production base, and then I start building military in 37/38 to get my war machine going, though I typically go by feel. You don't want to just fill the queue, since you will only work on the top few at a time and your priorities might change.
  • Industrial research has a lot of focuses, including making your military factories make guns faster and at higher efficiency, increasing speed of construction by your civilian factories (so faster factories overall, and increasing the amount of resources you mine. These are all very good early research targets to keep your production up.
  • Also remember to look at your national goals: there are often a few with increased factory production speed. Same for your Political Leaders. You can also change your Economy law to free up more civilian factories for use.
  • I don't usually ratio for factories since things change pretty quickly and are dependent on country (the USA can get away with more civilian factories since you won't be in the war for some time, while Germany will want to go stronger toward Military for getting units out, and France needs a mix to both build units but also build defenses). That said, playing as a major I want at least 1 line of 15 factories making infantry equipment, perhaps even 2, and another 10-15 factories making support equipment.
  • If you click the "logistics" button, you'll get a list of how much of each kind of equipment you are making/losing each day, and how much you have in stocks. This can be really useful for identifying how much of a deficit you are running.

Main Paineframe
Oct 27, 2010

JerikTelorian posted:

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.

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.

Kilravock
Jan 27, 2006

We are the hollow men

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.

Gort
Aug 18, 2003

Good day what ho cup of tea

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:

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
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.

Kilravock
Jan 27, 2006

We are the hollow men

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

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.

Gort posted:

Turns out this is false:



Awh, they fixed it? That's disappointing.

Kersch
Aug 22, 2004
I like this internet
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.

Tahirovic
Feb 25, 2009
Fun Shoe

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.

Gort
Aug 18, 2003

Good day what ho cup of tea
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

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
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.

Class Warcraft
Apr 27, 2006


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.

Adbot
ADBOT LOVES YOU

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME
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.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply