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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
Forest
Hills
Mountains
Desert
Jungle
Marsh
Urban
River
Amphib.
Fort
A strange unit that uses four key points:
- 4% reinforce rate from rapid dominations first two bonuses. Goodish reinforce rates without signal companies.
- Large unit tactics with entrenchment bonuses to blend good org and dig in bonuses. (Espc with defense in depth!) Lets regimental supports be used for maximum effectiveness and gives you high hp for good hospital utility, experience gain, and lower equipment loss.
- Very high soft attack and air attack as a deterrent to mountain incursions and air raids.
-A width that only suffers small penalties in mountains/hills/flanked urban areas to stack defensive attributes, like in northern italy. As a byproduct its ok in plains and marshes.
I deliberately chose my doctrines so this division would be explicitly compatible with a light tanks, assault engineers, and mechanized armored fist as a secondary arm of your land forces that uses a conventional offensive division width.
As you'd rush armored engineers with this, you could easily sacrifice 200 IC For an entrenchment number close to 20 with defense in depth. Pretty tough to dig up. (Helicopters might also be funny just to stack more casualty trickleback and exp losses.)
Cold weather specialists, or elevated mountaineers are both strong synergies as well. CWS gives you a good second elite offensive template for this terrain, and elevated mountaineers lets the regular infantry have 10% more stats in most terrains. Both are great for this army setup, but one is better for special forces driven playthroughs, the other for regular units in a early game defensive role.
Not worried about armor piercing or hard attacks because we are trying to hold terrains that kill tanks effectiveness pretty hard, and you can add hard attack if you find yourself needing it. (Plus with 4 MIO points + infantry anti tank techs you can practically double this divisions anti-armor capabilities by 1942.)
Comments
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Elite version with ~55% trickleback, ~40% reduced experienced soldiers losses. Recovery rate is beautiful.
~12 entrenchment without other bonuses but with general traits and HQ abilities you can stack yourself into the low 20's at least but up to the 30's. This only goes in one direction: Veteran units for +75%
Fair bit more expensive, gets even stronger with recon and logistic techs techs. Perfect for exploiting tactical withdrawal, experiencing zero casualties, and saving your population to prepare that mechanized land-air counter attack this doctrines counting on late game.
The idea for this elite version is. "Damn the cost. My enemy will beg for nuclear annihilation trying to push through this."
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Lastly, a memey special project mechanized division to go with this because its not the best mechanized division, but its playing with the memes of the above template. F*** the signal companies we are rapid domination, our soldiers are immortal and you can dump as many shells as you want, we will stand up and keep fighting.
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@123 Its got about 60% of the terrain types where it fits really well. Except plains, all of these terrain types are good at causing attrition or neutering armor which is why I made this defense monster doctrine.
I like to think of it more like "This is a reduced width division like how you use 18 or 12 width orgwalls, but without the reduced HP that gives you a half a million casualties the moment 10 cas finds your orgwall."
*18 width infantry are too weak to push, but this could become a competitive pusher if it held marshes, cities, and mountains and kept hitting hard to become seasoned.*
I chose the weird special projects over flametanks because most of my designs, historically, have used good flametank designs for half the divisions stats. Admittedly, adding things like the flametanks in does give a huge stat buff once you start pushing, but it comes with the caveat that the division cost bloats to be 60% higher once you start considering all the offensive buffs it needs.
We have secondary designs like a traditional combat width mechanized that benefits from practically all of our doctrines here, so the idea is: Stack HP, get multirole infantry that are cheap and generally useful from experience gain, build up a core of offensive units that hurt really bad to fight, counter attack and KO the opponent quickly.
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@123 The forest is the one area I knew hurt a LOT. Marshes, hills, flanked cities, mountains were what I was thinking of.
This means there is a lot of southern front and eastern front terrain where this matters, but france is unlikely to have this along that maginot line and the netherlands never has to think of this.
Using this with 30 width infantry would involve probably microing these units a fair bit. But, you actually can convert this to a motorized template and instantly turn 30 width with approximately the same manpower cost. You'd lose experience due to a 8-12% increase in manpower, but its a neat trick.
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But, of course, the real sick swap is if you get green air. The base defense unit is cheap to build more planes and hopefully go green air.
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Its complicated, theater of war dependent, but if you went insane and found a way to micro this/used army spirits to build your templates just right on the cheap you could use a template design coupon spirit you can be a monster.
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