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Ethiopian Socialist Road Runners
Between old faithful, Ethiopian balance of power, and Mass transit, you can actually get infantry to the 6.4 speed of cavalry. Cavalry has +20% breakthrough now too.... (Might be worth it still to go pure infantry due to +~40% infantry attack from spirits and balance of power.) Then we take mobile warfare, a speed army spirit, a good recon setup, and special forces to make a division specialized in overrunning enemies in rough terrain. As such, you can actually get special forces running with horses, utilizing the high org of horses, and the breakthrough bonus present in the summer beta, to pad out your special forces and get them to work with high front coverage (Yes this is insane...) Ethiopia also gets 40% more equipment capture ratio, and 3 generals with scavenger. So you can do some genuinely insane builds with your army in general having 40% across the board capture ratio without being bound by a capture ratio focus. (Your militia and irregulars are capped, so peoples army flat out isn't worth it.) _______ Refuge for the Spanish anarchists also gives you a great shot at getting crazy manpower growth, unlimited men. You don't need ideological loyalty, you can use subsidized contracts for dirt cheap armored cars. _______ Overtime, I'd motorize/mechanize the horses here, as the better stats and hardness will benefit you a lot, and well, the +~40% attack on infantry you get. Its a shame that the public transit path doesn't give you many claims to conquer Africa.... Just puppets.
Ferrão
Yeah so. The only thing missing here is the fact that I was getting a site error trying to put a policy on the MIO, but we actually have 56 agility here before our army chiefs of staff and aces buffing planes further. This is just the improved airframe, we can go even harder. (I'm splurging on expensive parts here as naval fighters count as a lot more planes in a naval battle than shore launched fighters, therefor, being a bit expensive here for the meme of utterly slaughtering enemy craft makes me feel just a bit happy.) Because I had enough spare weight for rockets, I added rockets because that gives this an odd secondary role of just being able to logi-strike enemy ground forces if they stop putting up air defenses. _____ There are two great options for the MIO here, SAAB, which just gives you the best overall stats (60 agility despite how heavy this is,) and NAA, which gives you insane range. Skip NAA for newport news, NAA is really good, but its not so good you want cripple your escort carriers. Sadly, I couldn't simulate this all the way out: Funnily enough, the MIO policy for 5% agility refused to apply no matter what.
Pequeno Getúlio
Fun fact, because Brazil gets a second raiding shipbuilder, we get to have one customized for just the submarines, and can have one with the fabled space efficient designs for far more aircraft capacity. So while the deck size is quite small, as it is a sub, don't you worry, we are packing Getúlio to the brim here.
Abelha Melífera
A last ship of my brazil spam taskforce setup. We obviously need a stupidly fast, nearly invisible destroyer to top the fleet off and make it invincible to getting screen wiped. Because of the soviet raiding shipbuilder, we actually get this immense discount on these.
Dona Maria Glória ("Fast" Battle Escort Carrier.)
Ok so hear me out the end of this silly little doctrine of torpedo cruisers was always trying to be these silly escort carriers so they can use the screening bonus accuracy to hit enemy destroyers with extremely high accuracy, and better sweep the enemy destroyer line since yes, screening bonus gives this stupid accuracy bonus to your weapons. Its stupid, AFAIK the biggest weakness of escort carriers is you can't even raid convoys with their guns, but I want it nonetheless. You'd need the speed milestone in the special project for this to not slow down your cruiser fleets, but the nice thing is, you can get that speed milestone for the speed needed for this to act as a fleet support ship. (If you don't care about your strike forces only being 32 ish kph, you can just go with the extra deck size option IIRC I think there is one.) The other ships are named after bees and wasps and stuff, so obviously the carriers we want are named after a Empress for a queen pun. (I'm sorry for your sacrifice great emperor, you had to carry the bees with you for so long... (This is a joke that our interim converted cruiser was named after Dona Maria's husband. Don't think too hard, your brain will go places you don't want it to go.))
Dom Pedro
An "early" escort carrier for the earlier torpedo cruiser, to match its speed until we can get our real dream support ships later. Its here specifically just so we have something around to grind MIO points in our carrier MIO before we finish our special project.
They Came from the down south (Quafar safari, the new sea people.)
"This looks a little expensive, are you sure this is something aussa can afford." Sure you can, after you rebuild the forts and cities you leveled completely destroying everything in your path. The sea peoples once ended the bronze age by wiping the slate clean and dealing with all nations but one, now its your turn, to wipe the slate clean with super heavy artillery. Practically no forms of defensible terrain are an appreciable obstacle with these bonuses, even if, by all accounts, this division is a meme. Oh yeah, you are taking "Utilizing our strengths" for the massive attack bonuses on irregulars by the way, no militia this run. Get yourself a commando and infantry leader advisor, and nothing will be able to really resist this units pushes. __________ You also have great bonuses with this doctrine to superheavy railway artillery, use them, even if you can't afford them.
Vespa Um
Bonuses not portrayed: Selective engagement and the commander/navy staff giving you visibility and speed bonuses, 15% more torpedo attack and torpedo accuracy from the progress milestones in the special project. ___________ you might think with all of the stuff I know, I don't actually know if the heavy cruisers bonuses apply to a heavy torpedo cruiser, but the heavy guns still give plenty of HP so I'm going with it, especially given the hard attacks are still devastating even if they are limited in numbers. If you can get the screening bonus to accuracy effect, obviously you want this to be heavy so you can pair this with light task forces, have a strong destroyer, and have these vespa on the backline wiping the entire enemy fleet with their apocalypse tubes. Just think, over 200 torpedo attack will be possible on refit. (If this still does get heaviness bonuses however, AA cruisers would make this super tanky against air strikes, and give it 15% more speed. You lose torpedo attack, gain some LG attack... Makes me desperately wish the vanilla torpedo cruisers had a secondary gun slot they could mount for another DP gun.) ___________ When Brasil gets the ability to import naval designers, they really get the best of the best. This design is possible as the soviets I'm 99% sure since this is their borrowed MIO. Still I'd call it a soviet borrowing of Brasilian Improvisar through trade. This is not a ship of smekalka, even if it feels like it. ___________ Its still a little strange how on the stat card here it shows a max speed of 32.1 instead of the 36 I got in the designer.
NAA IS funny
Yeah so.... The Americans get to make heavy fighters that nearly hit the speed cap for the speed advantage damage bonus on piston engines, and then turn well enough to dogfight too. You can cap it all out with 2x axial engines later. Yeah. NAA is a funny MIO.
Watch the big summer patch, if nothing changes cav divs might work.
This is a show of "Viability" rather than a finished division (You have an empty regiment, this is not a finished division in a lot of your eyes.) Mobile warfare, and cavalry get big bonuses to their breakthrough in the next patch. As such, even with your (Fat) bonuses to regimental support artillery breakthrough, you could hypothetically keep more Breakthrough than attack with this design even with more regi-support artillery. Mobile inf also gives cavalry more well rounded bonuses (But less breakthrough.) _________________________________________________________________ Combined with the much cheaper post beta armored cars (Which still fit in the cav column,) and the spirit which reduces armored car costs, scaling this divisions breakthrough and hard attack is remarkably cheap and easy post summer beta for a budget breakthrough division, since you can use armored cars a light artillery asset. _________________________________________________________________ WARNING: I don't have a clean strategy for mitigating the cavs low HP here, since I'm getting a lot of our breakthrough and armor piercing from the airborn light armor. This division was designed to work with flexible/accelerated infantry and the high org you get from mobile infantry, these "Augmented" cavalry are likely just here to act as a mobile counter-attack force when the enemy hits the salient for your spearhead movements.
Tip: Don't Sleep on Airborn Light Armor
So, airborn light armor has almost the full stats of a armored division with more than twice its tanks (75% at base,) and it benefits fully from tank doctrines, your special forces doctrine, and your operational doctrine. As such, an improved light tank (Not even an advanced one,) can give nearly 100 breakthrough here if built right. You can breakthrough meme with it, it gives so many stats it can even be worth it to throw out a % attack bonus you'd get from a proper recon company sometimes (This would let you use support doctrines like field engineering instead of assault recon, as an example.) Its just a really shredded addition especially for big infantry balls without any heavy guns backing them up, as a small budget of tanks can just be too many stats. POST SUMMER BETA: Yeah so, uh, current summer beta patch would give this a fat ~105 ish breakthrough with the buffs to the extra ammo stowage, and way more defense.
MIO and Spirits goofoff team (New update test.)
We spank tanks in their flanks as we have shanks. (I believe for this specific path you need to go habsburg Poland.) Its a shame I didn't find a way to push the soft attack of infantry equipment under its hard attack, alas, I'll need to sift through the national spirits of ghandi or something in order to properly achieve transcendence.


























