Division constructor. (Hearts of Iron 4)
Prompt a newbie with a Division Designer. Who forms the tank infantry divisions, etc.Collect divisions according to situations, I usually combine infantry, trucks, sappers and art
I personally collect 9 infantry and 2 airborne infantrymen and marines, and then 6 tanks and 2 pt and 2 self-propelled guns
Sergant-
It is better to make a division with the same units, that is, only infantry or only tanks, the more you interfere, the longer the divisions will gather. It is better to combine tanks either only light or only medium. A field hospital and a support company and a sapper company should be added to support. Tanks and motorized infantry are all the same, but only a repair company.
They wrote crap!
There are two important parameters: front width and vehicle to infantry ratio.
The width of the front indicates how many divisions can participate in battle at the same time. Suppose the front width is 60. If your divisions have a front width of 31, then only one division will participate in the battle. As a result, you will merge two of your divisions of 31 into one division of 41. But you will make them with two divisions of 30 each.
The ratio of infantry to vehicles indicates the effectiveness in defense against infantry / vehicles: the higher the percentage of infantry, the better they defend against tanks and worse against infantry, and vice versa.
Next are the parameters of the deflection of the infantry / armor, speed and breakthrough. They need to be adjusted to the landscape and goals: if you put artu into a tank division - it will crawl at the speed of art - the meaning in such a division is lost. If you need a blitz, we put the soldiers in trucks / armored personnel carriers and reinforce them with tanks.
The armor has large penalties in mountainous and river areas, so riveting tanks against Mexico is stupid, everyone will merge (remember that the infantry has better protection against tanks, plus a penalty for the terrain). In such places you need to prepare soldiers, strengthen, if necessary, with art and rangers.
If you reinforce the landing with any unit other than the auxiliary one, they will not be able to land. And what for then the landing?
If you are going to fight on a large territory, it is worth preparing a shock army (emphasis on armor and speed) for blitz - breakthroughs + encirclement, and a large infantry (only two or three regiments per division) for front defense, their goal is not to attack the enemy, but to strengthen and break off counter-offensives. Such divisions are cheap and produced quickly. It is possible to replenish and train on the go, it is not necessary to wait for full preparation at all.
Whether the indicators are
summed up Mordok wrote:
There are two important parameters: front width and the ratio of vehicles to infantry.
The question for a million: are the indicators of the divisions taking part in the battle summed up, or do they apply to each division separately?
For example, if the width of the front of the battle is 80 and I have two divisions in width 40 with antipersonnel. attack of 600, would it be more useful than eight divisions with a width of 10 and antipersonnel. attack at 75?
This is an example of an attack, and the rest of the parameters? How about them?
Apokration
Let's say you have "A" 10 divisions with soft attack 75 are fighting a purely infantry division "B" (100% soft attacks).
At the beginning of each hour, all 10 divisions run into B 75 times, taking with them 75 of B's ​​defenses. Total 750 attacks per hour.
Each such attack out of 750 can be randomly repelled without loss (the probability of repelling is 90% if "B" has a stat of defense left in stock, and 60% if not). If the attack succeeds, then random damage is dealt to the organization and B's soldiers.
If "B" has a defense stat of 600, then the last 150 attacks you will damage them with a greater probability (40% versus 10%), which will be noticeable against the background of "A" consisting of one division of 600 soft.
The same on the other hand: each division from "A"
If "B" has 600 software, and divisions from "A" have only 30 breakthroughs - each of them arrives at 45 attacks per hour (75 attacks - 30 breakthrough = 45 attacks with a 40% chance of getting rid of) - it will hit the organization hard.
Another nuance: if more than 8 divisions participate in the battle (+4, if from several directions), then a penalty will be imposed on "A".
How to calculate the outcomes of attacks, if there is more than one division in "B" - yahz, I think - for each division from "A", for each attack a division from "B" is randomly selected and the count is carried out.
If division "B" is mixed, read hardness not zero, then there will be fewer soft attacks and hard attacks should also be taken into account. Plus, the damage to the organization of the armor varies more randomly than the damage of the infantry organization - a completely different math.
This parameter can be used: you attribute to the infantry division some "elephant" ("mouse" or whatever they had) and watch the enemy infantry divisions smoke bamboo instead of attack :) (remember, the number of soft attacks is cut off by hardness, and non-penetration of the infantry reduces hard attack to zero).
Which is better to use in the attack, a bunch of divisions from a couple of battalions, or several of three full regiments? IMHO three-regiment. Of course, each division can be equipped with auxiliary battalions that give a good bonus, but their organization will be lower and it is far from a fact that a bunch of divisions will not retreat due to the loss of organization even with these bonuses.
Personally, I use such formations only as holding the front line. Larger divisions are going to break through.
Mordok
Thanks for the detailed and quick answer! Now everything has become a little clearer :)