Template

Mid-Game Breakthrough

C

CAC-2026  ·  106 views  ·  2026-09-05

Mid-Game Breakthrough
Base Stats
Speed--
HP--
Org--
Recovery--
Recon--
Suppression--
Weight--
Supply--
Reliability--
Rel. Bonus--
Trickleback--
Exp. Loss--
Combat Stats
Width--
Soft Atk--
Hard Atk--
Air Atk--
Defense--
Brkthrough--
Armor--
Piercing--
Initiative--
Entrench--
Equipment Cost
Manpower--
Training--
Fuel Use--
Fuel Cap--
Eq. Capture--
Production Cost: --
Terrain
Plains
A D M
Plains
Forest
A D M
Forest
Hills
A D M
Hills
Mountains
A D M
Mountains
Desert
A D M
Desert
Jungle
A D M
Jungle
Marsh
A D M
Marsh
Urban
A D M
Urban
River
A D M
River
Amphib.
A D M
Amphib.
Fort
A D M
Fort
A fairly mid-game build. Light tank breakthrough division with motorized to keep org, and motorized pulled artillery for soft attack (can replace it with support art, but with less soft attack). I'm a little iffy on support companies, I know armored engineer companies give good buffs to tanks and honestly it looks like it works really well in mountains, but it's probably super expensive. Either way, I'd definitely see what you lot do. I don't have much of the DLC, so I can't make tanks or planes, and I don't have access to flame tanks either. So keep that in mind.

Comments

1
123 2026-09-05
0
Pretty small to be breakthrough template
SWISH
SWISH 2026-09-05
0
Yea, try to add make it bigger a bit if you're looking to break the lines with this. Also consider adding artillery as a support company. You're producing them already and having them as support will boost your soft attack
W
Walsst 2026-09-05
0
You get more of every stat from armored recon instead of motor recon, as its just stronger and it gives you a sweet hard attack multiplier here. I've widened it just a tiny bit to give it more HP, moved the AA to be line instead of support to earn you a tank destroyer regimental support, and I've tried to double the HP to reduce the losses taken in a prolonged battle. Depending on your front terrain you might want more motorized and armor here, to better scale your hp/org, or a signal company if you keep this narrow, to take advantage of your coordination. Your doctrine gives very high base org late game, so YOU DO NOT WANT TO LET YOUR HP GET LOW. View template →
C
CAC-2026 OP 2026-09-06
0
@SWISH I mean to reply to both you and @123 But is it that important for attacking divisions to be bigger? Is it because of the org losses when you do? And how do you keep up with production if you make them that big? I've seen plenty of people even make big infantry/artillery divisions, so I guess it does matter, but why?
C
CAC-2026 OP 2026-09-06
0
@Walsst Alright, awesome. Thank you. I've been wanting to get better at division making, so learning things like the size of the division for the purpose of it mattering does help. I guess my biggest worry is, and this will depend on nation of course, having a good enough industry for something good in the mid-game.