陆军师:修订间差异

本页面所适用的版本可能已经过时,最后更新于1.9
 
(未显示9个用户的40个中间版本)
第1行: 第1行:
{{Version|1.9}}
{{Version|1.9}}
{{需要翻译|译者=QsOlivier}}
{{LandWarfareNavColumn}}
{{LandWarfareNavColumn}}
{{see also|Land units}}
{{see also| 陆军单位}}
The '''division''' is the basic unit depicted on the map during gameplay. The composition of each division is specified by its division template. Division templates may be created and modified by spending {{icon|army exp}}[[army experience]].
''' 师(Division)''' 是游戏中玩家可以更改并操作的基础陆军单位。每个师的组成都由这个师的模板决定。师模板可以消耗{{Icon|army exp|陆军经验}} 来创建或更改。


== 师编制 ==
== 师编制 ==
{{main|编制设计}}
{{SVersion|1.9}}
{{SVersion|1.9}}
{{anchor|Division_template}}<!-- Used in the game, if this section changes name then make sure to keep the anchor ~~~~ -->
{{anchor|Division_template}}<!-- Used in the game, if this section changes name then make sure to keep the anchor ~~~~ -->
Each country starts with one or more division templates that may be used to order recruiting and deployment of new land units. These templates may be modified by the player, or new templates created by either using the Duplicate button to make a duplicate of a template, giving it a name different from existing templates, and then making modifications to a template as described below, or by selecting the name and pressing "Create Empty". Land experience is not charged until the changes are saved using the Save button on which the total cost is also shown, so players can experiment and analyze the results of changes before making a decision. When a template is changed, all divisions that are based on that template immediately place orders for additional needed manpower and equipment and return any manpower or equipment that is now surplus to the national stockpile. It is wise to have any needed manpower and equipment ready in the national stockpile before changing the template of a division that may be expected to face combat in the near future. It may be prudent to upgrade units one at a time.
每个国家在游戏开始时都拥有一个或多个师模板以用来训练或部署新的陆军单位。玩家可以直接修改这些模板;通过复制模板(在师编辑面板中)按钮来复制一个已经存在的师模板,再更改编制;或从空编制开始创建新的模板。知道点击保存按钮保存所有的修改之前,陆军经验都不会被消耗。具体消耗的陆军经验数值会如保存按钮所提示的一样,所以玩家可以在做出最终决定之前进行各种尝试和对比分析。当一个模板被修改时,所有以此模板为基础的部队都会立即请求补充额外的人力、装备或将所有多余人力、装备返还至人力池、库存中。比较明智的操作是,在更改任何近期可能遇到战斗的师之前确保所需的人力和装备都充足。每次只更改一个师的模板会是一个比较谨慎的选择。


Divisions can not be divided into smaller game units, but since Patch 1.5 it is possible to merge understrength divisions of the same template in the Army window using the '''Consolidation''' button if the selected divisions are independent of any army command. Such consolidation can be extremely useful for a country low on manpower or equipment that needs to field adequately sized divisions. 
师并不能再被分割为更小的游戏单位了。但是从1.5 版本开始,可以将同一模板编制的,兵力不足的师重新整编,其中最强的一个或几个师将得到补充,其余师会被撤编,如果存在多余人力或装备将会返还至人力池或库存中。{{sup|我有空截个图吧,by QsOlivier|整编按钮}}在军队界面中可以找到。对于那些人力或装备短缺还急需几个满员或近满员部队的国家,整编若干个兵力不足的师可可能会极其有用。


The template a division uses can be changed at any time by selecting the unit helmet, tank or other unit symbol icon in the Unit Details screen when that division's template is open and choosing any of the templates available there.  
  在任何时候都可以点击选中师的图标,并在单位详情界面中选择需要模板以进行改编。


Each division consists of up to '''five combat regiments''' and '''five support companies'''. In turn, each combat regiment is composed of up to five battalions. It costs 5 XP to add a battalion to a division; regardless if it is the same or new regiment. Adding a battalion of a different unit type (infantry, mobile, or armored) adds a penalty of 20 XP per additional unit type.
每个师由最多五个''' 团(regiment)''' 和最多五个''' 支援连(support company)''' 组成。每个团由最多五个'''营(battalion)'''组成。向团中添加一个营花费 5 点陆军经验(不论是已有的团还是成为一个新编制的团)。添加一个新的部队种类(unit type )(步兵部队(infantry),机动部队(mobile)或装甲部队(armored))的营会消耗额外 20 点陆军经验。


{| class="wikitable"
{| class="wikitable"
|-
|-
! colspan=6 | <span style="font-size:120%">Division</span>
! colspan=6 | <span style="font-size:120%"> </span>
|-
|-
| || '''Regiment''' || '''Regiment''' || '''Regiment''' || '''Regiment''' || '''Regiment'''
! scope="col" | 师直属连 !! scope="col" | 团 !! scope="col" | 团 !! scope="col" | 团 !! scope="col" | 团 !! scope="col" |
|-
|- style="text-align:center;"
| Company || Battalion || Battalion || Battalion || Battalion || Battalion
| 支援连 || || || || ||
|-
|- style="text-align:center;"
| Company || Battalion || Battalion || Battalion || Battalion || Battalion
| 支援连 || || || || ||
|-
|- style="text-align:center;"
| Company || Battalion || Battalion || Battalion || Battalion || Battalion
| 支援连 || || || || ||
|-
|- style="text-align:center;"
| Company || Battalion || Battalion || Battalion || Battalion || Battalion
| 支援连 || || || || ||
|-
|- style="text-align:center;"
| Company || Battalion || Battalion || Battalion || Battalion || Battalion
| 支援连 || || || || ||
|}
|}


A division may have any number of the same unit type for battalions, but only one of each unit type for support companies.
一个师可以编制任意个相同种类的营,但是对于每种支援连只能编制一个连。
 
A division template may be specified as reserve, regular, or elite. Elite divisions will be prioritized for better equipment, followed by regular divisions and finally reserves.


Each division template can receive specific types of equipment if multiple types are available. An example would be elite divisions only using the latest weapons and reserve divisions using the oldest.
一个师模板可以被标记为后备(reserve),默认(regular)或精英(elite)。精英师会可以优先获得最先进的装备,其次是默认师,再次是后备师。


=== Combat Battalions ===
每个师模板可以指定某种或某几种特定装备。比如可以指定精英师只使用最新的武器装备,而后备师则只使用最旧的。
Each combat regiment in a division consists entirely of a mix of battalions within a single battalion type. The three battalion types are:


* '''Infantry battalions''': Infantry, special forces, line (towed) artillery/anti-air/anti-tank
=== 营(Combat Battalions) ===
* '''Mobile battalions''': Cavalry, motorized infantry, mechanized infantry, motorized rocket artillery, motorized artillery/anti-air/anti-tank, armored cars
师下辖的每个团都仅由同一种部队种类的若干个营组成。三种部队种类分别为:
* '''Armored battalion''': Tanks, tank destroyers, self-propelled artillery/anti-air, amphibious tanks


Increasing the number of battalions in a division modifies the stats of the division: for example new combat battalions increase the HP and combat width of the division, and typically increase  at least the different attack and defense statistics. Note that the division's organization is the average of the organization of the included battalions, thus it is possible that the division's (average) organization actually drops when adding new battalions. See [[#Sizing|&sect; Sizing]] for more discussion on this.
* '''步兵部队:'''步兵营,特种部队(空降伞兵,山地步兵,海军陆战队),(牵引式)炮兵营/防空炮营/反坦克炮营/火箭炮营,自行车营
* '''机动部队:'''骑兵营,摩托化步兵营,机械化步兵营,骆驼骑兵,装甲车,{{sup|机动部队中的摩托化AA,AT,RART部队汉化翻译有问题| 摩托化炮兵营/防空炮营/反坦克炮营/火箭炮营}},自行火箭炮营,两栖机步营
* '''装甲部队:'''坦克营,自行火炮营/反坦克炮营/防空炮营,两栖坦克营


For the armor, piercing and hardness stats there is a different calculation:
增加师中的营的数量会改变师的数据:例如增加营,会增加师的HP和战斗宽度,增加至少一种攻击力(对人员杀伤或对装甲杀伤)与防御力。需要注意的是师的组织度是所有营(与支援连)组织度的平均值,所以向师中添加一个营有可能导致师总体组织度降低。


* '''Armor:''' 30% * (Highest Armor of a Battalion) + 70% * (Average Armor for All Battalions and Companies) = Armor of the Division
师的装甲、穿甲计算方法如下:
* ''Example:'' If there are 3 Batallions, 2 Infantry (1936), and 1 Light Tank (1934), then the calculation would look like this:
* ''' 装甲:''' 30% * ( 装甲最厚的营或连的装甲值) + 70% * ( 全师所有营与连的平均装甲值) = 师装甲值
'''例如:''' 师下辖三个营,其中两个步兵营(1936年型)与一个轻型坦克营(1934年型号),则计算结果如下:
<pre>
<pre>
30% * [Highest Armor] + 70% * [Average]
30% * [ 轻型坦克营装甲值] + 70% * [ 平均装甲值]
30% * [10.0] + 70% * [3.33 ((0 + 0 + 10) / 3)]
30% * [10.0] + 70% * [3.33 ((0 + 0 + 10) / 3)]
3 + 2.31
3 + 2.31
= 5.31
= 5.31
</pre>
</pre>
* '''Piercing:''' 40% * (Highest Piercing of a Battalion or Support Company) + 60% * (Average Piercing for All Battalions and Companies) = Piercing of the Division
* '''Hardness:''' Average of Hardness of Line Battalions = Hardness of the Division
* ''Example:'' If there are 4 Batallions, 2 Infantry (1936) and 2 Light Tanks (1934), then the calculations would look like this:
<pre>
Average of Hardness of Line Battalions = Hardness of the Division
(80 + 80 + 0 + 0) / 4
160 / 4
= 40
</pre>


=== Support Companies ===
* '''穿甲:''' 40% * (穿甲深度最高的营或连的穿甲值) + 60% * (全师所有营与连的平均穿甲值) = 师穿甲值
{{main|Support Companies technology}}
 
A division may have up to five different support companies. These are referred to in doctrines and elsewhere in the game as 'integrated support', distinguished from 'dispersed support' which is an Artillery, Anti-Air or Anti-Tank type regiment included in a combat regiment column. Support company options are:
=== 支援连(Support Companies ===
{{main| 辅助部队(支援连)科技}}
一个师可以编制最多 5 个支援连。在陆军学说或游戏中其它地方提及“综合/协调支援”的地方为支援连,而当提到“分散支援”时指的则是师下辖团中的炮兵营。可选的支援连有:
* '''火炮支援连:''' 少量增加所属师对人员杀伤。
* '''防空支援连:''' 少量增加所属师对空攻击。
* '''反坦克支援连:''' 少量增加所属师对装甲杀伤和穿甲值。
* '''火箭炮支援连:''' 与火炮支援连类似但是提供比火炮支援连略多的突破值。
* '''工兵连:''' 增加所属师堑壕上限,提供一些地形下的移动速度与防御加成,提高对要塞和跨河的攻击力。
* '''骑兵侦察分队/摩托化侦察连/轻型装甲侦察连/装甲侦察连:''' 增加所属师在不同地形下的移动速度,帮助指挥官在战斗中反制敌方战术。
* '''宪兵队:''' 为所属师提供镇压属性加成,有助于减少抵抗组织和游击队造成的影响。通常编有宪兵队的,有 2 至 6 个齐装满员完成训练的骑兵营的师会成为有效且实惠的后方安保部队。
* ''' 维修连:'''  增加所属师装备的可靠性,减少训练或受到损耗时的装备损失。推荐使用于有大量高端技术兵器的作战部队(如装甲师)编制。
* '''野战医院:''' 增加所属师伤兵复原比例(可将部分伤病返回人力池中)并减少补员时的经验损失。推荐一线作战部队编制。
* '''后勤连:''' 减少所属师后勤使用。对补给状况较差的地区的部队来说很有用。
* '''通信连:''' 增加所属师主动性,增加作战准备加成增长速度与增援率。
 
支援连在前线作战营参战时处于后方支援态势,所以不会增加战斗宽度。编制支援连也不会影响空降师的空降能力。


* '''Support Artillery''': Gives a smaller bonus to soft attack than a line regiment's artillery battalion because it has fewer guns. It does not slow the division† or affect paradrops.
所有支援连都不会降低所属师的移动速度,例如,牵引式反坦克炮支援连并不会拖累一个移动速度为 12 km/h 的机动师(但向其中添加一个牵引式反坦克炮营会将这个师的基础移动速度降低至 4 km/h)。所以火炮/防空/反坦克/火箭炮支援连可以给机动师提供宝贵的作战能力加成。
* '''Support Anti-Air''': Gives a smaller bonus to air attack than a line regiment's anti-air battalion because it has fewer guns. It does not slow the division† or affect paradrops.
* '''Support Anti-Tank''': Gives a smaller bonus to hard attack and piercing than a line regiment's anti-tank battalion because it has fewer guns. It does not slow the division† or affect paradrops.
* '''Support Rocket Artillery''': Similar to regular support artillery but it also gives a bonus to the division's breakthrough stat, used to avoid enemy attacks when attacking.
* '''Engineer Company''': Increases the Entrenchment stat of the division and helps in attacking forts and river crossings.
* '''Cavalry Recon Company''': Increases speed in difficult terrain and the division's Reconnaissance stat, making it easier to counter enemy combat tactics in battle.
* '''Motorized Recon Company''': Increases speed in difficult terrain and the division's Reconnaissance stat, making it easier to counter enemy combat tactics in battle.
* '''Armored Car Recon Company''': Increases speed in difficult terrain and the division's Reconnaissance stat, making it easier to counter enemy combat tactics in battle.
* '''Light Tank Recon Company''': Increases speed in difficult terrain and the division's Reconnaissance stat, making it easier to counter enemy combat tactics in battle.
* '''Military Police''': Gives a bonus to the Suppression stat of its division's line battalions, helping to reduce the effects of partisans. Military Police with 2-6 minimally equipped and trained Cavalry battalions makes an efficient and effective rear-area security division.
* '''Maintenance Company''': Adds an equipment reliability bonus to the division, reducing equipment losses from training and combat. Advised for combat units using expensive equipment (like tanks).
* '''Field Hospital''': Increases Trickleback stat (returns percentage of lost manpower to the pool) and reduces experience loss from taking casualties. Advised for front-line combat divisions.
* '''Logistics Company''': Reduces the supply usage of the entire division. This is valuable in areas of low supply and for avoiding the need to disperse for supply reasons.
* '''Signal Company''': Increases the Initiative stat of the division, speeding up planning and increasing the chance of reinforcement in battle from reserves.


  † Note that support companies do not affect a division's speed and do not affect combat width as they are forces that remain behind the fighting front while the "front line" combat battalions engage. Therefore a towed antitank support company does not affect the 12 kph speed of a fast division but adding a towed antitank combat battalion to the regiment lines would slow that same division to the towed anti-tank's base speed of 4 KPH. So support Artillery, Anti-Air or Anti-Tank support units can add valuable capabilities to fast divisions. An infantry division marching at 4 kph is well-matched by combat battalions marching at 4 kph as well. Additional bonuses and effects of adding a support company to overall division stats can be seen in the tooltip in the division designer. Even though these companies may historically have been much larger than company size, they are referred  to as support companies to distinguish them from the battalions in line regiments.
  增加或更改支援连对所属师总体属性造成的具体影响会体现在单位编成界面右侧的数据面板中。


====Support Companies In-Depth====
==== 支援连进阶说明 ====
{{#lsth:Support companies technology|Support Companies In-Depth}}
{{main|辅助部队(支援连)科技# 支援连进阶说明}}


=== Army experience costs ===
=== 陆军经验花费 ===
Modifying a division template may cost army experience.
修改一个师模板可能会花费一定数量陆军经验。


{|class = "wikitable sortable"
{|class = "wikitable sortable"
! Action !! XP cost !! Notes
! 改变 !! 陆军经验花费 !! 补充说明
|-
|-
| Duplicate a template || 0 ||
| 复制师模板 || 0 ||
|-
|-
| Change a template's equipment || 0 ||
| 改变师装备 || 0 ||
|-
|-
| Change a template's name || 0 ||
| 改变师模板名称 || 0 ||
|-
|-
| Change a template's priority || 0 ||
| 改变师模板优先级 || 0 ||
|-
|-
| Add a combat regiment of an existing type || 5 || Includes one battalion.
| 添加一个已经存在的种类的团 || 5 || 包含一个营所需的花费
|-
|-
| Add a combat regiment of a new type || 25 || Includes one battalion.
| 添加一个新的种类的团 || 25 || 包含一个营所需的花费
|-
|-
| Add/swap out a combat battalion || 5 || 
| 添加/ 改变一个营 || 5 || 
|-
|-
| Remove a battalion || 5 || This can remove the last battalion in a regiment, removing the regiment.
| 移除一个营 || 5 || 如果移除的是团中的最后一个营,则会移除这个团
|-
|-
| Change a combat battalion type to an existing type || 5 per battalion || The existing battalions may be swapped or removed within the new regiment type at no additional cost.
| 将一个团的所有营更改为已存在的种类 || 5 每个营 || 现存的营可能会被改变或移除
|-
|-
| Change a combat regiment type to a new type || 25 + 5 per battalion || The existing battalions may be swapped or removed within the new regiment type at no additional cost.
| 将一个团的所有营更改为一个新的种类 || 25 + 5 每个营 || 现存的营可能会被改变或移除
|-
|-
| Add/swap out a support company || 10 || 
| 添加/ 改变一个支援连 || 10 || 
|-
|-
| Remove a support company || 10 || 
| 移除一个支援连 || 10 || 
|}
|}


=== Armored Templates ===
=== 装甲师编制 ===
Some countries already have some tank equipment researched in 1936, and these get an armored template at the start of the game. This is usually a historic template that matches the order of battle of one or more of their starting divisions. For example, Italy ("Divisione Celere" template) and the Soviet Union ("Mekhanizirovaniy Korpus" template) are both in this situation.  These templates allow you to create new armored divisions with light tanks. If you have any army experience, then you can change the historic template.
一些国家在1936年就已经完成了一些坦克装备的研究,并在游戏开始时就拥有一种装甲师模板。这通常是基于历史上存在的编制,并已经部署了一个或多个师。例如:[[意大利]]的“Divisione Celere(快速师)”,基本由两个骑兵团,一个机动步兵团,一个炮兵团与一个轻型坦克大队组成[https://it.wikipedia.org/wiki/1%C2%AA_Divisione_celere_%22Eugenio_di_Savoia%22](在游戏中编制为两个骑兵团(各下辖两个骑兵营),一个摩托化步兵团(下辖两个摩托化步兵营)与一个轻型坦克营);[[苏联]]的“Mekhanizirovaniy Korpus (机械化军团)”。使用这些模板,可以训练新的装备轻型坦克的装甲师。如果还拥有更多陆军经验的话,也可以对这些基于历史的模板进行一定程度的改编。
 
A few countries have some tank equipment already researched when the game starts, but don't actually start with any historical armoured divisions.  For example, Commonwealth countries like Canada who get tank equipment researched in 1936 (shared with them by UK), though they have no armored divisions then. These countries get an armoured template at the start of the game (called "Armored-Division"), so they can create armored divisions later.


All other countries get a free template (called "Armored-Division") when you research your first tank equipment.
少数几个国家在游戏开始时已经完成了一些坦克装备的研究,但是还没有装甲师。以[[加拿大自治领|加拿大]]为例的一些英联邦国家在1936年时已经研发了坦克装备(由宗主国[[联合王国|联合王国]]共享而来)。鉴于这些国家已经拥有了装甲师模板(“Armored-Division ”),稍后就可以直接训练新的装甲师了。


The free "Armored-Division" template, and those templates which some countries start with, are always light tank templates. You have to use some army experience to modify these, or modify a duplicate, for use with Medium or Heavy Tanks. As soon as you complete the research, the Division Designer will allow you to replace the Light Tank Battalions with Medium or Heavy.  This costs 5 XP for each battalion.
所有其它国家都会在完成第一个坦克装备科技是获得一个免费的装甲师模板(“Armored-Division ”)。


==== Hardness ====
免费获得的装甲师模板(“Armored-Division ”),或者有些国家在游戏开始时便直接拥有的模板,都是轻型坦克师模板。如果想要编制中型坦克或重型坦克(或两栖坦克、现代坦克),需要花费陆军经验对其进行修改(或修改其复制模板)。一旦研究完成对应的坦克装备科技,就可以在单位编程界面中将轻型坦克营换成对应的坦克营。每个营的改编需要花费 5 陆军经验。
[[File:Hardness_Bar.jpg|frame]]
The Division Designer has a bar just below the stats, which shows the Hardness of the divisions created with the template.


The Hardness represents how much of your division is made up of armored or at least protected vehicles. The free "Armored-Division" template has only 35% hardness, even though it has two light tank and two cavalry battalions. You can increase the hardness by adding more tank battalions, or replacing light with medium, or medium with heavy. Or by replacing "soft" battalions (infantry or cavalry) with motorized or mechanized battalions.
免费的装甲师模板仅拥有 40的装甲率,尽管它编制了两个轻型坦克营和两个骑兵营。编制更多的坦克营,或将较轻型的坦克营换成更重型的坦克营,可以增加师的装甲率。也可以将装甲率为 0 的营(如步兵,骑兵,牵引式炮兵等)换成摩托化或机械化营。


For example, replacing the two light tank battalions in the default "Armored-Division" template with medium tanks, and the two cavalry with mechanized, changes the hardness from 35% to 70%. Divisions with high hardness will suffer few hits in combat from divisions with low hard attack values - such as infantry with 1936 equipment and no anti-tank equipment.
例如,将免费的装甲师模板中的两个轻型坦克营换为中型坦克营,并将两个骑兵营换为机械化步兵营,便可以将装甲率从 40% 提升至 85% 。有用更高装甲率的师在战斗中可以规避大量对装甲杀伤能力较低的师的伤害,比如那些装备1936年步兵装备且没有反坦克装备的步兵师。


=== Sizing ===
=== 师规模 ===
The [[Land units#Statistics|values of land units]] combine in different ways in divisions, and these values have special implications for deciding whether one should "scale up" a division template, e.g. doubling up the battlions to go from a 20 [[combat width]] to a whopping 40. Any modifications must be view in the context of the current [[Land warfare#Damage dealing|land warfare damage system]].
[[Land units#Statistics| 陆军单位的数值]] 以师为单位进行计算,这些数值决定玩家是否有必要扩编陆军师的模板,例如将[[combat width|战场宽度]] 为 20 的师扩充为 40 这种情况。各种修正可以在实时的[[ 陆军战斗# 伤害结算| 陆军战斗伤害]] 中查找。


As mentioned previously, soft/hard attack and defense/breakthrough are additive; doubling the width of the template doubles these values. In the current system, only 10% of the attacks are considered for damage if they are covered by the other unit's defense, but 40% is considered when the attack points have exhausted the defense points. In other words, an attack point not held back by the enemy's defense is four times as good as an attack point that is held back. Although units do drain the enemy units' defense together, having a larger division in this case still allows you to more effectively drain the enemy units' defense, compared to having two smaller divisions of the same smaller size, by removing a random element and allowing the draining to be concentrated.
如之前提到的那样,对人员杀伤/ 对装甲杀伤和防御/ 突破都是加数形式的数据,增加一倍部队就能增加一倍相应数值。如果攻击低于敌方防御则只能发挥 10% 的伤害,在攻击超过敌方防御的部分可以造成 40% 的伤害;换句话说,超出防御的攻击四倍有效于被防御住的攻击。尽管参战的所有单位都会与敌人的防御数值进行比较,但一个大编制的师比相同规模的两个小编制的师在此时更有效率,因为这会使得攻击数值集中在同一敌人上。


On the other hand, doubling the division size does not make the divisions two times more resistant to actual damage, since the organization does not scale up. Damage is two times more frequently dealt to organization instead of HP (which is additive), and defense is often easy to stack up for land units anyways. Having small divisions is additionally more versatile due to the sheer number of divisions, allowing one to run encirclements and cover up extending lines when needed; however this also takes up commanding official capabilities. Small divisions also allow more support weaponry companies to be used, many of which are more economical in their stats contribution per equipment than line companies; on the other hand, they increase the cost of non-weapon support companies, since more of them are needed to achieve the same percentage bonus.
而另一方面,增加一倍战宽不会使得伤害减免能力也翻倍,因为组织度没有翻倍(师的组织度是平均数形式的数据,等于所属营与连的平均值)。而组织度的损失速度大约是生命值(HP)的二倍,这是因为生命值是加数形式的数据,防御数值同时也会叠加起来。不过选择小编制师能够应对更多的情况,尤其是在部队总数紧张的情况下,这种安排可以完成合围或者延伸战线的目的,不过会占用更多的指挥上限。小编制师同时也能使携带武器的支援连更有用武之地,与正规部队相比,武器在支援连中发挥的效率更高。但同样的,在无武器支援连上的花费会提高。


== Division unit type ==
== 师种类 ==
{{SVersion|1.9}}
{{SVersion|1.9}}
The overall division unit type is indicated by its default division icon. The division unit type is determined by multiplying an internal priority score by the number of units of each type, and taking the unit with the highest score. If there are multiple units with the same weighted priority, the first (top, left) unit is used to determine the type.
默认图标表示陆军师的种类,内置的权重系统决定了该单位是什么种类的师。如果不同种类的团最终的权重相同,则最左上角的单位会决定师的种类。
 
一旦模板创建完成,其中所有单位都会受到[[ 法律与顾问# 总司令| 总司令奖励]] [[Command_group#Traits| 指挥官特质]] 的叠加影响。
Once the exemplar unit is established, the internal types of the unit as shown below determine whether [[Ideas#Military high command|military high command bonuses]] or [[Command_group#Traits|commander traits]] apply to the division. If there are multiple bonuses of different types they all stack together additively.


{|class = "wikitable sortable mw-collapsible mw-collapsed" style="text-align: right;"
{|class = "wikitable sortable mw-collapsible mw-collapsed" style="text-align: right;"
! Unit
! 单位
! Priority
! 权重
! Types
! 种类
|-
|-
| style="text-align: left;" | Anti-Air
| style="text-align: left;" | 防空
| 301
| 301
| style="text-align: left;" | Infantry<br/>Anti-Air
| style="text-align: left;" | 步兵<br/> 防空
|-
|-
| style="text-align: left;" | Anti-Tank
| style="text-align: left;" | 反坦克
| 1197
| 1197
| style="text-align: left;" | Infantry<br/>Anti-Tank
| style="text-align: left;" | 步兵<br/> 反坦克
|-
|-
| style="text-align: left;" | Amphibious Mechanized
| style="text-align: left;" | 两栖机械化
| 610
| 610
| style="text-align: left;" | Mechanized
| style="text-align: left;" | 机械化
|-
|-
| style="text-align: left;" | Amphibious Tank
| style="text-align: left;" | 两栖坦克
| 2501
| 2501
| style="text-align: left;" | Armor
| style="text-align: left;" | 装甲
|-
|-
| style="text-align: left;" | Armored Car
| style="text-align: left;" | 装甲车
| 501
| 501
| style="text-align: left;" | Motorized
| style="text-align: left;" | 机械化
|-
|-
| style="text-align: left;" | Artillery
| style="text-align: left;" | 火炮
| 1198
| 1198
| style="text-align: left;" | Infantry<br/>Artillery
| style="text-align: left;" | 步兵<br/> 火炮
|-
|-
| style="text-align: left;" | Cavalry
| style="text-align: left;" | 骑兵
| 599
| 599
| style="text-align: left;" | Infantry<br/>Cavalry
| style="text-align: left;" | 步兵<br/> 骑兵
|-
|-
| style="text-align: left;" | Engineer Company
| style="text-align: left;" | 工程连
| 0
| 0
| style="text-align: left;" | Infantry<br/>Support
| style="text-align: left;" | 步兵<br/> 支援
|-
|-
| style="text-align: left;" | Field Hospital
| style="text-align: left;" | 野战医院
| 0
| 0
| style="text-align: left;" | Infantry<br/>Support
| style="text-align: left;" | 步兵<br/> 支援
|-
|-
| style="text-align: left;" | Heavy SP Anti-Air
| style="text-align: left;" | 重型自行防空炮
| 301
| 301
| style="text-align: left;" | Armor<br/>Anti-Air
| style="text-align: left;" | 装甲<br/> 防空
|-
|-
| style="text-align: left;" | Heavy SP Artillery
| style="text-align: left;" | 重型自行火炮
| 1797
| 1797
| style="text-align: left;" | Armor<br/>Artillery
| style="text-align: left;" | 装甲<br/> 火炮
|-
|-
| style="text-align: left;" | Heavy Tank
| style="text-align: left;" | 重型坦克
| 2503
| 2503
| style="text-align: left;" | Armor
| style="text-align: left;" | 装甲
|-
|-
| style="text-align: left;" | Heavy Tank Destroyer
| style="text-align: left;" | 重型坦克歼击车
| 1797
| 1797
| style="text-align: left;" | Armor<br/>Anti-Tank
| style="text-align: left;" | 装甲<br/> 反坦克
|-
|-
| style="text-align: left;" | Infantry
| style="text-align: left;" | 步兵
| 600
| 600
| style="text-align: left;" | Infantry
| style="text-align: left;" | 步兵
|-
|-
| style="text-align: left;" | Light SP Anti-Air
| style="text-align: left;" | 轻型自行防空炮
| 301
| 301
| style="text-align: left;" | Armor<br/>Anti-Air
| style="text-align: left;" | 装甲<br/> 防空
|-
|-
| style="text-align: left;" | Light SP Artillery
| style="text-align: left;" | 轻型自行火炮
| 1795
| 1795
| style="text-align: left;" | Armor<br/>Artillery
| style="text-align: left;" | 装甲<br/> 火炮
|-
|-
| style="text-align: left;" | Light Tank
| style="text-align: left;" | 轻型坦克
| 2501
| 2501
| style="text-align: left;" | Armor
| style="text-align: left;" | 装甲
|-
|-
| style="text-align: left;" | Light Tank Destroyer
| style="text-align: left;" | 轻型坦克歼击车
| 1795
| 1795
| style="text-align: left;" | Armor<br/>Anti-Tank
| style="text-align: left;" | 装甲<br/> 反坦克
|-
|-
| style="text-align: left;" | Logistics Company
| style="text-align: left;" | 后勤连
| 0
| 0
| style="text-align: left;" | Infantry<br/>Support
| style="text-align: left;" | 步兵<br/> 支援
|-
|-
| style="text-align: left;" | Maintenance Company
| style="text-align: left;" | 维修连
| 0
| 0
| style="text-align: left;" | Infantry<br/>Support
| style="text-align: left;" | 步兵<br/> 支援
|-
|-
| style="text-align: left;" | Marines
| style="text-align: left;" | 海军陆战队
| 601
| 601
| style="text-align: left;" | Infantry<br/>Special Forces
| style="text-align: left;" | 步兵<br/> 特种部队
|-
|-
| style="text-align: left;" | Mechanized Infantry
| style="text-align: left;" | 机械化步兵
| 610
| 610
| style="text-align: left;" | Mechanized
| style="text-align: left;" | 机械化
|-
|-
| style="text-align: left;" | Medium SP Anti-Air
| style="text-align: left;" | 中型自行防空炮
| 301
| 301
| style="text-align: left;" | Armor<br/>anti-Air
| style="text-align: left;" | 装甲<br/> 防空
|-
|-
| style="text-align: left;" | Medium SP Artillery
| style="text-align: left;" | 中型自行火炮
| 1796
| 1796
| style="text-align: left;" | Armor<br/>Artillery
| style="text-align: left;" | 装甲<br/> 火炮
|-
|-
| style="text-align: left;" | Medium Tank
| style="text-align: left;" | 中型坦克
| 2502
| 2502
| style="text-align: left;" | Armor
| style="text-align: left;" | 装甲
|-
|-
| style="text-align: left;" | Medium Tank Destroyer
| style="text-align: left;" | 中型坦克歼击车
| 1796
| 1796
| style="text-align: left;" | Armor<br/>Anti-Tank
| style="text-align: left;" | 装甲<br/> 反坦克
|-
|-
| style="text-align: left;" | Military Police
| style="text-align: left;" | 宪兵
| 0
| 0
| style="text-align: left;" | Infantry<br/>Support
| style="text-align: left;" | 步兵<br/> 支援
|-
|-
| style="text-align: left;" | Modern SP Anti-Air
| style="text-align: left;" | 现代自行防空炮
| 301
| 301
| style="text-align: left;" | Armor<br/>Anti-Air
| style="text-align: left;" | 装甲<br/> 防空
|-
|-
| style="text-align: left;" | Modern SP Artillery
| style="text-align: left;" | 现代自行火炮
| 1796
| 1796
| style="text-align: left;" | Armor<br/>Artillery
| style="text-align: left;" | 装甲<br/> 火炮
|-
|-
| style="text-align: left;" | Modern Tank
| style="text-align: left;" | 现代坦克
| 2510
| 2510
| style="text-align: left;" | Armor
| style="text-align: left;" | 装甲
|-
|-
| style="text-align: left;" | Modern Tank Destroyer
| style="text-align: left;" | 现代坦克歼击车
| 1796
| 1796
| style="text-align: left;" | Armor<br/>Anti-Tank
| style="text-align: left;" | 装甲<br/> 反坦克
|-
|-
| style="text-align: left;" | Motorized Anti-Air
| style="text-align: left;" | 摩托化防空炮
| 301
| 301
| style="text-align: left;" | Motorized<br/>Anti-Air
| style="text-align: left;" | 摩托化<br/> 防空
|-
|-
| style="text-align: left;" | Motorized Anti-Tank
| style="text-align: left;" | 摩托化反坦克炮
| 1197
| 1197
| style="text-align: left;" | Motorized<br/>Anti-Tank
| style="text-align: left;" | 摩托化<br/> 反坦克
|-
|-
| style="text-align: left;" | Motorized Artillery
| style="text-align: left;" | 摩托化火炮
| 1198
| 1198
| style="text-align: left;" | Motorized<br/>Artillery
| style="text-align: left;" | 摩托化<br/> 火炮
|-
|-
| style="text-align: left;" | Motorized Infantry
| style="text-align: left;" | 摩托化步兵
| 599
| 599
| style="text-align: left;" | Motorized
| style="text-align: left;" | 摩托化
|-
|-
| style="text-align: left;" | Motorized Rocket Artillery
| style="text-align: left;" | 自行火箭炮
| 1199
| 1199
| style="text-align: left;" | Artillery<br/>Motorized<br/>Rocket
| style="text-align: left;" | 火炮<br/> 摩托化<br/> 火箭炮
|-
|-
| style="text-align: left;" | Mountaineers
| style="text-align: left;" | 山地步兵
| 601
| 601
| style="text-align: left;" | Infantry<br/>Special Forces
| style="text-align: left;" | 步兵<br/> 特种部队
|-
|-
| style="text-align: left;" | Paratroopers
| style="text-align: left;" | 空投伞兵
| 2
| 2
| style="text-align: left;" | Infantry<br/>Special Forces
| style="text-align: left;" | 步兵<br/> 特种部队
|-
|-
| style="text-align: left;" | Recon Company
| style="text-align: left;" | 侦察连
| 0
| 0
| style="text-align: left;" | Infantry<br/>Support
| style="text-align: left;" | 步兵<br/> 支援
|-
|-
| style="text-align: left;" | Rocket Artillery
| style="text-align: left;" | 火箭炮
| 1199
| 1199
| style="text-align: left;" | Infantry<br/>Artillery
| style="text-align: left;" | 步兵<br/> 火炮
|-
|-
| style="text-align: left;" | Signal Company
| style="text-align: left;" | 通讯连
| 0
| 0
| style="text-align: left;" | Infantry<br/>Support
| style="text-align: left;" | 步兵<br/> 支援
|-
|-
| style="text-align: left;" | Super Heavy SP Anti-Air
| style="text-align: left;" | 超重型自行防空炮
| 301
| 301
| style="text-align: left;" | Armor<br/>Anti-Air
| style="text-align: left;" | 装甲<br/> 防空
|-
|-
| style="text-align: left;" | Super Heavy SP Artillery
| style="text-align: left;" | 超重型自行火炮
| 1798
| 1798
| style="text-align: left;" | Armor<br/>Artillery
| style="text-align: left;" | 装甲<br/> 火炮
|-
|-
| style="text-align: left;" | Super Heavy Tank Destroyer
| style="text-align: left;" | 超重型坦克歼击车
| 1798
| 1798
| style="text-align: left;" | Armor<br/>Anti-Tank
| style="text-align: left;" | 装甲<br/> 反坦克
|-
|-
| style="text-align: left;" | Super-Heavy Tank
| style="text-align: left;" | 超重型坦克
| 2520
| 2520
| style="text-align: left;" | Armor
| style="text-align: left;" | 装甲
|-
|-
| style="text-align: left;" | Support Anti-Air
| style="text-align: left;" | 防空支援连
| 0
| 0
| style="text-align: left;" | Infantry<br/>Support
| style="text-align: left;" | 步兵<br/> 支援
|-
|-
| style="text-align: left;" | Support Anti-Tank
| style="text-align: left;" | 反坦克支援连
| 0
| 0
| style="text-align: left;" | Infantry<br/>Support
| style="text-align: left;" | 步兵<br/> 支援
|-
|-
| style="text-align: left;" | Support Artillery
| style="text-align: left;" | 火炮支援连
| 0
| 0
| style="text-align: left;" | Infantry<br/>Support
| style="text-align: left;" | 步兵<br/> 支援
|-
|-
| style="text-align: left;" | Support Rocket Artillery
| style="text-align: left;" | 火箭炮支援连
| 0
| 0
| style="text-align: left;" | Infantry<br/>Support
| style="text-align: left;" | 步兵<br/> 支援
|-
|-
| style="text-align: left;" | Truck-drawn Rocket Artillery
| style="text-align: left;" | 牵引火箭炮
| 1199
| 1199
| style="text-align: left;" | Motorized<br/>Artillery
| style="text-align: left;" | 摩托化<br/> 火炮
|-
|-
|}
|}


== Division Examples ==
== 师模板示例 ==
*[[Historical Divisions]] from 1939-1941
* 1939 至 1941 年[[Historical Divisions|基于历史的师编制]]


== Strategy ==
== 策略 ==
{{SVersion|1.9}}
{{SVersion|1.9}}
=== Stat optimizations ===
=== 优化属性数据 ===
Often it is necessary to optimize a Division for a certain, likely battlefield or role. Doing so requires the mixing of the right Battalions and Companies.  
  经常会需要根据特定需要(如特定战场或特定部队角色)来对师模板进行针对性优化,这需要合理混编正确的营与连。


==== Understrength stats ====
==== 不满编情况下的数据 ====
When a division is understrength its stats are reduced in the principle of how many troops are present to operate how much available equipment. When out of combat the overall "Current Fighting Strength" ratio is determined by taking the minimum of the manpower ratio and the IC-weighted equipment ratio. The stats of the division are the stats of all its battalions and companies combined in ways described above, which are calculated differently from the overall strength ratio. For each battalion (company) the equipment stats are scaled by the lower one of the manpower ratio and the unweighted equipment ratio for each type of equipment the battalion uses, and the subunit stats (including terrain modifiers but excluding organization, recovery rate, and combat width) are scaled by the manpower ratio only, unless the battalion (company) uses "essential" equipment, in which case all the stats are further scaled by the IC-weighted ratio of the respective essential equipment. All the equipment of all support companies and the mechanized battalion is essential, except that infantry equipment is not essential to the engineers company. 
当一个师处于不满编状态时,其数据会基于“有多少人员就位”,可操作“多少可用装备”来修正(降低)。不处于战斗中时,“当前兵力”将由人力比率和基于生产成本加权的装备比率的最小值决定【[https://forum.paradoxplaza.com/forum/threads/strength-calculation.1143063/]IC-weighted 计算方法】。师的数据是由其下辖的所有营、连按之前提到的方法计算的数据,与“兵力”比率的计算方法是不同的。{{sup|The stats of the division are the stats of all its battalions and companies combined in ways described above|对每个营、连而言,其装备数据会乘以人力比率和未加权的每种所用装备比率的最小者。}}


==== Organization & recovery ====
The stats of the division are the stats of all its battalions and companies combined in ways described above, which are calculated differently from the overall strength ratio. For each battalion (company) the equipment stats are scaled by the lower one of the manpower ratio and the unweighted equipment ratio for each type of equipment the battalion uses, and the subunit stats (including terrain modifiers but excluding organization, recovery rate, and combat width) are scaled by the manpower ratio only, unless the battalion (company) uses "essential" equipment, in which case all the stats are further scaled by the IC-weighted ratio of the respective essential equipment. All the equipment of all support companies and the mechanized battalion is essential, except that infantry equipment is not essential to the engineers company.
This is perhaps the single most important stat. And there are two groups of Battalions that are good at it: Foot Infantry and all Mobile Infantry.


Tanks, Artillery and Support companies are the parts that are lacking, sometimes severely so. So you need to bring just enough Manpower into the mix, to have an effective fighting force. However, note that a lot of doctrines actually offset those penalties for some specific Elements, allowing you to use them much more freely.  
==== 组织度与组织度回复 ====
组织度可能是单项数据中最为重要的一项了,共有两种部队具备高组织度,分别是步兵和各类机械化步兵。


==== Maximum speed ====
坦克、火炮和支援营组织度较低,所以为了保持战力必须额外投入相当的步兵进行平衡。不过许多陆战学说可以抵消些许惩罚,使得搭配更为自由。
If you want anything more than the 4 km/h of an Infantry Batallion, you have to limit yourself to a combination of Tank and Mobile Battalions that suits your needs. Even just a pure mobile infantry. Artillery has to be limited to support companies, and/or provided by motorized/tank variants.


==== Suppression ====
==== 最大速度 ====
Most infantry provides 1 to 1.5, while tanks provide 2.5 and artillery/Anti-Tanks provide 0.  
如果你想摆脱步兵4 km/h 的移速的话,就应该组建坦克或机械化部队,甚至是纯机动步兵也可以。火炮只限在支援连中使用,或是选择坦克变种以及摩托化来解决这一问题。


However, the cavalry and bicycle infantry provides 2 which can be buffed further with a Military Police Support Company. Yes, there is actually something Cavalry is good at - playing police! Do mind that they cost more supply and equipment, however. Considering that losses due to resistance are calculated by manpower factored vs (1-hardness), soft units like infantry and cavalry employed see a nation suffer higher casualties compared to light tanks or armoured cars.
==== 镇压 ====
大多数步兵单位提供 1 到 1.5 的镇压能力,坦克可以提供 2.5,而火炮和反坦克炮不能提供镇压能力。


==== Reliability ====
  然而骑兵和自行车部队能够提供 2 点镇压能力,搭配宪兵后此能力获得进一步提升。是了,骑兵也蛮适合当警察的嘛!不过注意,这将花费更多的补给和装备,考虑到抵抗带来的损失为人力系数除以(1-装甲率),像步兵和骑兵这类软目标比起轻型坦克或装甲车这类硬目标伤亡更大。
This is the average of all equipment. For a lot of cheap equipment (Infantry Gear, Support Gear, Motorized) the 80% default is enough. However mechanized and tank divisions can benefit a lot from it, as they have the most expensive equipment.  


Aside from investing XP into the reliability, the Maintenance company helps.  
==== 装备可靠性 ====
装备可靠性是所有装备的平均数,对于大部分廉价装备(步兵装备、支援设备、摩托化装备)80%可靠性就足够了,但是像机械化装备与战车这类高价值装备则建议有更高的可靠性。


==== Soft attack ====
  除了将陆战经验用于提升可靠性,在编制中编入维修连也能起到帮助。
Infantry already provides plenty of soft attack/width. 1 Artillery easily provides 3 Infantry Battalions worth of Soft attack for half their width. Even light tanks and Mechanized lean more towards the Hard Attack side.  


==== Hard attack ====
==== 对人员杀伤 ====
While everything - even the Infantry equipment - has some Hard attack, usually the soft/hard ratio is in favor of killing infantry.  
  步兵本身拥有一定量的对人员杀伤与战宽,火炮营可以以一半战宽达成三倍于步兵的对人员杀伤,而轻坦克和机械化部队都更倾向于对装甲杀伤。


Tanks shift the balance more onto the side of hard, the heavier the better. Anything with Piercing will also do good Hard Attack. AA can also be somewhat effective at dealing hard attack, being half the damage of a AT Gun.  
==== 对装甲杀伤 ====
任何装备,即使是步兵装备也具备一定的对装甲杀伤属性,通常情况下,装甲率直接决定杀伤的结果。


Air might also be an option.  
  坦克倾向于对装甲杀伤属性,越重型属性越高。其他任何长于穿透属性的设备同样善于硬攻,与反坦克武器相比,虽然防空武器伤害低了一半但仍可以在某些情况满足硬攻需要。


==== Air attack ====
  空军同样也是一种选择
Obviously AA is good at this. It seems unlikely that Armor, Hardness, Defense or Breakthrough has any effect.  


==== Breakthrough ====
==== 对空 ====
Simply put, tanks are the best at this stat. Heavier is generally better, but the Modern beats the superheavy. Artillery also provides a decent bit, but of course mechanized Infantry the most aside from tanks.  
  很明显只有防空武器擅长这个,与装甲的各属性不同,装甲率、防御和突破等属性不会参与到防空中。


==== Defense ====
==== 突破 ====
Infantry is the top thing here. The need for mobility limits the buffs from support weapons passive research. 
  简单来说,仅有坦克在此数据上比较优秀,越重型的坦克越强,不过现代坦克强于超重型坦克。火炮也能提供些许的帮助,但是机械化步兵显然更适合与坦克部队搭配。
Mechanized Infantry actually adds it's defense to the equipment derived one, easily beating 80 per Battalion.  


As history has shown, tanks are not good defensive battalions (unless you can get an armor advantage).
==== 防御 ====
步兵是最精于此道的单位,低下的机动性换来了各种支援武器研究带来的被动加成。
机动步兵会获得装备中的防御值,所以可以轻松地堆叠到每个营 80 点。
历史证明,除非你拥有装甲优势,否则坦克在防御战中的表现并不好。


==== Armor ====
==== 装甲率 ====
If your armor can exceed the enemy's piercing, then relevant combat bonuses await. 30% of the armor value is determined by the single highest armor battalion, so throw in a single very high armor battalion for that. The rest depends on the average values; try going for high-level mechanized Infantry to provide a high "baseline".
[[File:Hardness_Bar.jpg|frame|right|单位编程界面中数据界面下方,有一个显示师模板装甲率的程度条。]]


==== Piercing ====
{{ ruby| '''装甲率'''| Hardness }}表示你的陆军师中装甲车辆或者至少拥有防护的车辆的多少,是一支军队的机械化程度,编入大量的重型坦克和高级机械化步兵能够得到很高的装甲率。一个师的装甲率越高会受到越少的对人员杀伤和越多的对装甲杀伤,反之亦然。陆军师在战斗中受到的敌军师造成的对人员杀伤与对装甲杀伤会根据本师的装甲率线性分配:拥有 X% 装甲率的师会受到 (1-X%) 的对人员杀伤与 X% 的对装甲杀伤。
If the enemy fields heavy armor, then you need heavy piercing. Piercing works like Armor in that the highest value matters (40%), so always try to throw in one battalion of something powerful. 
 
装甲率 = 全师所有营的平均装甲率
''' 例如:'''师下辖四个营,其中两个步兵营(1936年型)与两个轻型坦克营(1934年型号),则计算结果如下:
<pre>
全师所有营的平均装甲率 = 师装甲率
(80% + 80% + 0 + 0) / 4
160% / 4
= 40%
</pre>


AT guns provide the best piercing, up until the T2 Heavy Tank becomes available (1941). The T2 heavy tank actually has better AP then contemporary AT guns, especially on the Tank Destroyer (tank hunter) variant. Still, as you can field 2 AT guns per 2 width, that might still be enough to increase the average to what you need.  
==== 装甲 ====
如果你的装甲高于敌人的穿甲属性,那么便会在整场战斗中得到战斗奖励(小金盾)。师装甲值的 30% 来自于某一装甲值最高的营,所以在规划编制时加入一个高装甲的营十分有效。剩下的 70% 则来自于平均值,在编制中加入高等级机械化步兵可以使部队更能稳固战线。
装甲:40% *(营的最高装甲)+ 60% *(所有营和连的平均装甲)= 师的装甲


The other 60% is provided by the weighted average of all battalions, and will mostly come from Infantry equipment (either Infantry gear or Mechanized). Do get the passive "Infantry Anti-Tank" upgrades, as they apply to both and can double the piercing values. 
==== 穿甲 ====
如果敌人换装了更厚重的装甲,你必须换装穿透属性更强的装备来应对。和装甲机制类似,部队中穿透属性最高的营的数据和部队平均穿透能力分别占师穿透数据的40%和60% 。所以在编制中加入一个高穿透能力的营效果会十分明显。


Do be careful of mixing any AT gun companies with line battalions of either AT guns or tanks.  This is because AT companies have lower piercing which will lower the overall average division piercing and Organization.  
  反坦克炮一开始具有最强的穿透能力,直到T2级别的重型坦克(1941)出现才能够抵挡。而T2级别的重坦其实穿透能力比同时期的反坦克炮更强,尤其是坦克歼击车变种更是如此。同样的,因为编入两个反坦克炮仅需要两宽度,这样布置其他单位,平均值依旧会很高。


==== Hardness rating ====
  剩余60%穿甲能力多半来自于步兵装备(普通的步兵装备与机械化装备都包括),如果点亮了步兵反坦克武器,则可以获得双倍的加成,因为这对两款装备都生效。
This is entirely based on how mechanized the army is. If you want a high value, then mix heavy tanks with higher mechanized infantry.  


==== Forts ====
==== 要塞战====
The Heavy Tank, Engineer Company and all Artillery except AA provides some bonuses. Super heavy tanks and to a lesser extent super heavy tank destroyers have by far the highest bonus. However, this uniquely has no penalties (as those are already rolled into the fortification mechanic itself).  
  重型坦克,工兵连和除防空炮之外的各类火炮都能在要塞战中获得奖励,超重型坦克和更小规模的超重型坦克歼击车(每个超重型坦克营需要装备数为15,超重型坦克歼击车营需要装备数为7)拥有着目前为止最高的加成奖励。并且通常不会受到攻击要塞惩罚,因为这一部分已经体现在要塞战机制中了。


==== Amphibious assault ====
==== 两栖登陆战 ====
Or "how to win D-Day". 


As their name implies, Marines are best for the job, followed by baseline infantry. All artillery Battalions suffer penalties as do Tanks based on heaviness. The engineer Company provides a huge bonus.  
  如名字所说,海军陆战队尤善此道,步兵仅此于它。炮兵营和坦克营一样,根据重量承受不同等级的惩罚。编入工兵连将为两栖作战能力带来极大的提升。


You will be dependent on Support companies for many strategic needs.  
  许多战术上的需要,可以通过在海军陆战队中编入支援连达成。


==== Rivers ====
==== 跨河 ====
Every River is a little Amphibious assault. Units suffer half the penalty of Amphibious Assaults, but it is applied to movement as well. The only additional exception here is the Cavalry which actually performs worse than baseline infantry. Still, if an overrun is wanted, then it might be worth it.
任何跨河攻击都可被视为小型的两栖登陆任务,所有单位将受到两栖登陆作战一半的惩罚,此惩罚对移动速度生效。需要注意的是,骑兵部队在此情况下会变得比步兵部队要慢,不过若是仍能达成围攻,跨河行为仍不失为值得一试的策略。


==== Hill & mountain assault ====
==== 丘陵与山地战 ====
The first choice of course are Mountaineers. Of the tanks, the lighter ones have a lower penalty. Mobile Battalions of all kinds also perform with lower penalties. All Infantry battalions only suffer movement penalties at worst.
此地形作战的首选是山地部队,对于坦克来说,轻型坦克所受惩罚最轻,其他各类机动部队所受惩罚也较轻。各类步兵部队仅在移动速度上受到较重影响。


=== External guides ===
=== 外部链接 ===
* [https://forum.paradoxplaza.com/forum/index.php?threads/beginners-guide-to-unit-types-division-design.942449 Beginner's Guide to Unit Types & Division Design]
* [https://forum.paradoxplaza.com/forum/index.php?threads/beginners-guide-to-unit-types-division-design.942449 Beginner's Guide to Unit Types & Division Design]
* [https://www.youtube.com/watch?v=4vzhQeHa7ns "Why 40 Width Divisions Are Better Than 20 Width"] - A discussion on sizing.
* [https://www.youtube.com/watch?v=4vzhQeHa7ns "Why 40 Width Divisions Are Better Than 20 Width"] - A discussion on sizing.


{{Template:WarfareNavbox}}
{{Template:WarfareNavbox}}
[[Category:Military]]
[[ 分类:Military]]


[[hoi4de:Division]]
[[en:Division]][[fr:Division]]
[[hoi4es:Division]]
[[hoi4fr:Division]]
[[hoi4pl:Division]]
[[hoi4pt:Division]]
[[hoi4ru:Division]]

2024年7月16日 (二) 15:26的最新版本

参见:陆军单位

师(Division)是游戏中玩家可以更改并操作的基础陆军单位。每个师的组成都由这个师的模板决定。师模板可以消耗陆军经验陆军经验来创建或更改。

师编制

主条目:编制设计

每个国家在游戏开始时都拥有一个或多个师模板以用来训练或部署新的陆军单位。玩家可以直接修改这些模板;通过复制模板(在师编辑面板中)按钮来复制一个已经存在的师模板,再更改编制;或从空编制开始创建新的模板。知道点击保存按钮保存所有的修改之前,陆军经验都不会被消耗。具体消耗的陆军经验数值会如保存按钮所提示的一样,所以玩家可以在做出最终决定之前进行各种尝试和对比分析。当一个模板被修改时,所有以此模板为基础的部队都会立即请求补充额外的人力、装备或将所有多余人力、装备返还至人力池、库存中。比较明智的操作是,在更改任何近期可能遇到战斗的师之前确保所需的人力和装备都充足。每次只更改一个师的模板会是一个比较谨慎的选择。

师并不能再被分割为更小的游戏单位了。但是从1.5版本开始,可以将同一模板编制的,兵力不足的师重新整编,其中最强的一个或几个师将得到补充,其余师会被撤编,如果存在多余人力或装备将会返还至人力池或库存中。整编按钮 [我有空截个图吧,by QsOlivier]在军队界面中可以找到。对于那些人力或装备短缺还急需几个满员或近满员部队的国家,整编若干个兵力不足的师可可能会极其有用。

在任何时候都可以点击选中师的图标,并在单位详情界面中选择需要模板以进行改编。

每个师由最多五个团(regiment)和最多五个支援连(support company)组成。每个团由最多五个营(battalion)组成。向团中添加一个营花费 5 点陆军经验(不论是已有的团还是成为一个新编制的团)。添加一个新的部队种类(unit type)(步兵部队(infantry),机动部队(mobile)或装甲部队(armored))的营会消耗额外 20 点陆军经验。

师直属连
支援连
支援连
支援连
支援连
支援连

一个师可以编制任意个相同种类的营,但是对于每种支援连只能编制一个连。

一个师模板可以被标记为后备(reserve),默认(regular)或精英(elite)。精英师会可以优先获得最先进的装备,其次是默认师,再次是后备师。

每个师模板可以指定某种或某几种特定装备。比如可以指定精英师只使用最新的武器装备,而后备师则只使用最旧的。

营(Combat Battalions)

师下辖的每个团都仅由同一种部队种类的若干个营组成。三种部队种类分别为:

  • 步兵部队:步兵营,特种部队(空降伞兵,山地步兵,海军陆战队),(牵引式)炮兵营/防空炮营/反坦克炮营/火箭炮营,自行车营
  • 机动部队:骑兵营,摩托化步兵营,机械化步兵营,骆驼骑兵,装甲车,摩托化炮兵营/防空炮营/反坦克炮营/火箭炮营 [机动部队中的摩托化AA,AT,RART部队汉化翻译有问题],自行火箭炮营,两栖机步营
  • 装甲部队:坦克营,自行火炮营/反坦克炮营/防空炮营,两栖坦克营

增加师中的营的数量会改变师的数据:例如增加营,会增加师的HP和战斗宽度,增加至少一种攻击力(对人员杀伤或对装甲杀伤)与防御力。需要注意的是师的组织度是所有营(与支援连)组织度的平均值,所以向师中添加一个营有可能导致师总体组织度降低。

师的装甲、穿甲计算方法如下:

  • 装甲: 30% * (装甲最厚的营或连的装甲值) + 70% * (全师所有营与连的平均装甲值) = 师装甲值

例如:师下辖三个营,其中两个步兵营(1936年型)与一个轻型坦克营(1934年型号),则计算结果如下:

30% * [轻型坦克营装甲值] + 70% * [平均装甲值]
30% * [10.0] + 70% * [3.33 ((0 + 0 + 10) / 3)]
3 + 2.31
= 5.31
  • 穿甲: 40% * (穿甲深度最高的营或连的穿甲值) + 60% * (全师所有营与连的平均穿甲值) = 师穿甲值

支援连(Support Companies)

一个师可以编制最多 5 个支援连。在陆军学说或游戏中其它地方提及“综合/协调支援”的地方为支援连,而当提到“分散支援”时指的则是师下辖团中的炮兵营。可选的支援连有:

  • 火炮支援连: 少量增加所属师对人员杀伤。
  • 防空支援连: 少量增加所属师对空攻击。
  • 反坦克支援连: 少量增加所属师对装甲杀伤和穿甲值。
  • 火箭炮支援连: 与火炮支援连类似但是提供比火炮支援连略多的突破值。
  • 工兵连: 增加所属师堑壕上限,提供一些地形下的移动速度与防御加成,提高对要塞和跨河的攻击力。
  • 骑兵侦察分队/摩托化侦察连/轻型装甲侦察连/装甲侦察连: 增加所属师在不同地形下的移动速度,帮助指挥官在战斗中反制敌方战术。
  • 宪兵队: 为所属师提供镇压属性加成,有助于减少抵抗组织和游击队造成的影响。通常编有宪兵队的,有 2 至 6 个齐装满员完成训练的骑兵营的师会成为有效且实惠的后方安保部队。
  • 维修连: 增加所属师装备的可靠性,减少训练或受到损耗时的装备损失。推荐使用于有大量高端技术兵器的作战部队(如装甲师)编制。
  • 野战医院: 增加所属师伤兵复原比例(可将部分伤病返回人力池中)并减少补员时的经验损失。推荐一线作战部队编制。
  • 后勤连: 减少所属师后勤使用。对补给状况较差的地区的部队来说很有用。
  • 通信连: 增加所属师主动性,增加作战准备加成增长速度与增援率。

支援连在前线作战营参战时处于后方支援态势,所以不会增加战斗宽度。编制支援连也不会影响空降师的空降能力。

所有支援连都不会降低所属师的移动速度,例如,牵引式反坦克炮支援连并不会拖累一个移动速度为 12 km/h 的机动师(但向其中添加一个牵引式反坦克炮营会将这个师的基础移动速度降低至 4 km/h)。所以火炮/防空/反坦克/火箭炮支援连可以给机动师提供宝贵的作战能力加成。

增加或更改支援连对所属师总体属性造成的具体影响会体现在单位编成界面右侧的数据面板中。

支援连进阶说明

陆军经验花费

修改一个师模板可能会花费一定数量陆军经验。

改变 陆军经验花费 补充说明
复制师模板 0
改变师装备 0
改变师模板名称 0
改变师模板优先级 0
添加一个已经存在的种类的团 5 包含一个营所需的花费
添加一个新的种类的团 25 包含一个营所需的花费
添加/改变一个营 5
移除一个营 5 如果移除的是团中的最后一个营,则会移除这个团
将一个团的所有营更改为已存在的种类 5 每个营 现存的营可能会被改变或移除
将一个团的所有营更改为一个新的种类 25 + 5 每个营 现存的营可能会被改变或移除
添加/改变一个支援连 10
移除一个支援连 10

装甲师编制

一些国家在1936年就已经完成了一些坦克装备的研究,并在游戏开始时就拥有一种装甲师模板。这通常是基于历史上存在的编制,并已经部署了一个或多个师。例如:意大利的“Divisione Celere(快速师)”,基本由两个骑兵团,一个机动步兵团,一个炮兵团与一个轻型坦克大队组成[1](在游戏中编制为两个骑兵团(各下辖两个骑兵营),一个摩托化步兵团(下辖两个摩托化步兵营)与一个轻型坦克营);苏联的“Mekhanizirovaniy Korpus(机械化军团)”。使用这些模板,可以训练新的装备轻型坦克的装甲师。如果还拥有更多陆军经验的话,也可以对这些基于历史的模板进行一定程度的改编。

少数几个国家在游戏开始时已经完成了一些坦克装备的研究,但是还没有装甲师。以加拿大为例的一些英联邦国家在1936年时已经研发了坦克装备(由宗主国联合王国共享而来)。鉴于这些国家已经拥有了装甲师模板(“Armored-Division”),稍后就可以直接训练新的装甲师了。

所有其它国家都会在完成第一个坦克装备科技是获得一个免费的装甲师模板(“Armored-Division”)。

免费获得的装甲师模板(“Armored-Division”),或者有些国家在游戏开始时便直接拥有的模板,都是轻型坦克师模板。如果想要编制中型坦克或重型坦克(或两栖坦克、现代坦克),需要花费陆军经验对其进行修改(或修改其复制模板)。一旦研究完成对应的坦克装备科技,就可以在单位编程界面中将轻型坦克营换成对应的坦克营。每个营的改编需要花费 5 陆军经验。

免费的装甲师模板仅拥有 40% 的装甲率,尽管它编制了两个轻型坦克营和两个骑兵营。编制更多的坦克营,或将较轻型的坦克营换成更重型的坦克营,可以增加师的装甲率。也可以将装甲率为 0 的营(如步兵,骑兵,牵引式炮兵等)换成摩托化或机械化营。

例如,将免费的装甲师模板中的两个轻型坦克营换为中型坦克营,并将两个骑兵营换为机械化步兵营,便可以将装甲率从 40% 提升至 85%。有用更高装甲率的师在战斗中可以规避大量对装甲杀伤能力较低的师的伤害,比如那些装备1936年步兵装备且没有反坦克装备的步兵师。

师规模

陆军单位的数值以师为单位进行计算,这些数值决定玩家是否有必要扩编陆军师的模板,例如将战场宽度为 20 的师扩充为 40 这种情况。各种修正可以在实时的陆军战斗伤害中查找。

如之前提到的那样,对人员杀伤/对装甲杀伤和防御/突破都是加数形式的数据,增加一倍部队就能增加一倍相应数值。如果攻击低于敌方防御则只能发挥 10% 的伤害,在攻击超过敌方防御的部分可以造成 40% 的伤害;换句话说,超出防御的攻击四倍有效于被防御住的攻击。尽管参战的所有单位都会与敌人的防御数值进行比较,但一个大编制的师比相同规模的两个小编制的师在此时更有效率,因为这会使得攻击数值集中在同一敌人上。

而另一方面,增加一倍战宽不会使得伤害减免能力也翻倍,因为组织度没有翻倍(师的组织度是平均数形式的数据,等于所属营与连的平均值)。而组织度的损失速度大约是生命值(HP)的二倍,这是因为生命值是加数形式的数据,防御数值同时也会叠加起来。不过选择小编制师能够应对更多的情况,尤其是在部队总数紧张的情况下,这种安排可以完成合围或者延伸战线的目的,不过会占用更多的指挥上限。小编制师同时也能使携带武器的支援连更有用武之地,与正规部队相比,武器在支援连中发挥的效率更高。但同样的,在无武器支援连上的花费会提高。

师种类

默认图标表示陆军师的种类,内置的权重系统决定了该单位是什么种类的师。如果不同种类的团最终的权重相同,则最左上角的单位会决定师的种类。 一旦模板创建完成,其中所有单位都会受到总司令奖励指挥官特质的叠加影响。

单位 权重 种类
防空 301 步兵
防空
反坦克 1197 步兵
反坦克
两栖机械化 610 机械化
两栖坦克 2501 装甲
装甲车 501 机械化
火炮 1198 步兵
火炮
骑兵 599 步兵
骑兵
工程连 0 步兵
支援
野战医院 0 步兵
支援
重型自行防空炮 301 装甲
防空
重型自行火炮 1797 装甲
火炮
重型坦克 2503 装甲
重型坦克歼击车 1797 装甲
反坦克
步兵 600 步兵
轻型自行防空炮 301 装甲
防空
轻型自行火炮 1795 装甲
火炮
轻型坦克 2501 装甲
轻型坦克歼击车 1795 装甲
反坦克
后勤连 0 步兵
支援
维修连 0 步兵
支援
海军陆战队 601 步兵
特种部队
机械化步兵 610 机械化
中型自行防空炮 301 装甲
防空
中型自行火炮 1796 装甲
火炮
中型坦克 2502 装甲
中型坦克歼击车 1796 装甲
反坦克
宪兵 0 步兵
支援
现代自行防空炮 301 装甲
防空
现代自行火炮 1796 装甲
火炮
现代坦克 2510 装甲
现代坦克歼击车 1796 装甲
反坦克
摩托化防空炮 301 摩托化
防空
摩托化反坦克炮 1197 摩托化
反坦克
摩托化火炮 1198 摩托化
火炮
摩托化步兵 599 摩托化
自行火箭炮 1199 火炮
摩托化
火箭炮
山地步兵 601 步兵
特种部队
空投伞兵 2 步兵
特种部队
侦察连 0 步兵
支援
火箭炮 1199 步兵
火炮
通讯连 0 步兵
支援
超重型自行防空炮 301 装甲
防空
超重型自行火炮 1798 装甲
火炮
超重型坦克歼击车 1798 装甲
反坦克
超重型坦克 2520 装甲
防空支援连 0 步兵
支援
反坦克支援连 0 步兵
支援
火炮支援连 0 步兵
支援
火箭炮支援连 0 步兵
支援
牵引火箭炮 1199 摩托化
火炮

师模板示例

策略

优化属性数据

经常会需要根据特定需要(如特定战场或特定部队角色)来对师模板进行针对性优化,这需要合理混编正确的营与连。

不满编情况下的数据

当一个师处于不满编状态时,其数据会基于“有多少人员就位”,可操作“多少可用装备”来修正(降低)。不处于战斗中时,“当前兵力”将由人力比率和基于生产成本加权的装备比率的最小值决定【[2]IC-weighted计算方法】。师的数据是由其下辖的所有营、连按之前提到的方法计算的数据,与“兵力”比率的计算方法是不同的。对每个营、连而言,其装备数据会乘以人力比率和未加权的每种所用装备比率的最小者。 [The stats of the division are the stats of all its battalions and companies combined in ways described above]

The stats of the division are the stats of all its battalions and companies combined in ways described above, which are calculated differently from the overall strength ratio. For each battalion (company) the equipment stats are scaled by the lower one of the manpower ratio and the unweighted equipment ratio for each type of equipment the battalion uses, and the subunit stats (including terrain modifiers but excluding organization, recovery rate, and combat width) are scaled by the manpower ratio only, unless the battalion (company) uses "essential" equipment, in which case all the stats are further scaled by the IC-weighted ratio of the respective essential equipment. All the equipment of all support companies and the mechanized battalion is essential, except that infantry equipment is not essential to the engineers company.

组织度与组织度回复

组织度可能是单项数据中最为重要的一项了,共有两种部队具备高组织度,分别是步兵和各类机械化步兵。

坦克、火炮和支援营组织度较低,所以为了保持战力必须额外投入相当的步兵进行平衡。不过许多陆战学说可以抵消些许惩罚,使得搭配更为自由。

最大速度

如果你想摆脱步兵4 km/h 的移速的话,就应该组建坦克或机械化部队,甚至是纯机动步兵也可以。火炮只限在支援连中使用,或是选择坦克变种以及摩托化来解决这一问题。

镇压

大多数步兵单位提供 1 到 1.5 的镇压能力,坦克可以提供 2.5,而火炮和反坦克炮不能提供镇压能力。

然而骑兵和自行车部队能够提供 2 点镇压能力,搭配宪兵后此能力获得进一步提升。是了,骑兵也蛮适合当警察的嘛!不过注意,这将花费更多的补给和装备,考虑到抵抗带来的损失为人力系数除以(1-装甲率),像步兵和骑兵这类软目标比起轻型坦克或装甲车这类硬目标伤亡更大。

装备可靠性

装备可靠性是所有装备的平均数,对于大部分廉价装备(步兵装备、支援设备、摩托化装备)80%可靠性就足够了,但是像机械化装备与战车这类高价值装备则建议有更高的可靠性。

除了将陆战经验用于提升可靠性,在编制中编入维修连也能起到帮助。

对人员杀伤

步兵本身拥有一定量的对人员杀伤与战宽,火炮营可以以一半战宽达成三倍于步兵的对人员杀伤,而轻坦克和机械化部队都更倾向于对装甲杀伤。

对装甲杀伤

任何装备,即使是步兵装备也具备一定的对装甲杀伤属性,通常情况下,装甲率直接决定杀伤的结果。

坦克倾向于对装甲杀伤属性,越重型属性越高。其他任何长于穿透属性的设备同样善于硬攻,与反坦克武器相比,虽然防空武器伤害低了一半但仍可以在某些情况满足硬攻需要。

空军同样也是一种选择

对空

很明显只有防空武器擅长这个,与装甲的各属性不同,装甲率、防御和突破等属性不会参与到防空中。

突破

简单来说,仅有坦克在此数据上比较优秀,越重型的坦克越强,不过现代坦克强于超重型坦克。火炮也能提供些许的帮助,但是机械化步兵显然更适合与坦克部队搭配。

防御

步兵是最精于此道的单位,低下的机动性换来了各种支援武器研究带来的被动加成。 机动步兵会获得装备中的防御值,所以可以轻松地堆叠到每个营 80 点。 历史证明,除非你拥有装甲优势,否则坦克在防御战中的表现并不好。

装甲率

单位编程界面中数据界面下方,有一个显示师模板装甲率的程度条。

装甲率Hardness表示你的陆军师中装甲车辆或者至少拥有防护的车辆的多少,是一支军队的机械化程度,编入大量的重型坦克和高级机械化步兵能够得到很高的装甲率。一个师的装甲率越高会受到越少的对人员杀伤和越多的对装甲杀伤,反之亦然。陆军师在战斗中受到的敌军师造成的对人员杀伤与对装甲杀伤会根据本师的装甲率线性分配:拥有 X% 装甲率的师会受到 (1-X%) 的对人员杀伤与 X% 的对装甲杀伤。

装甲率 = 全师所有营的平均装甲率 例如:师下辖四个营,其中两个步兵营(1936年型)与两个轻型坦克营(1934年型号),则计算结果如下:

全师所有营的平均装甲率 = 师装甲率
(80% + 80% + 0 + 0) / 4
160% / 4
= 40%

装甲

如果你的装甲高于敌人的穿甲属性,那么便会在整场战斗中得到战斗奖励(小金盾)。师装甲值的 30% 来自于某一装甲值最高的营,所以在规划编制时加入一个高装甲的营十分有效。剩下的 70% 则来自于平均值,在编制中加入高等级机械化步兵可以使部队更能稳固战线。 装甲:40% *(营的最高装甲)+ 60% *(所有营和连的平均装甲)= 师的装甲

穿甲

如果敌人换装了更厚重的装甲,你必须换装穿透属性更强的装备来应对。和装甲机制类似,部队中穿透属性最高的营的数据和部队平均穿透能力分别占师穿透数据的40%和60%。所以在编制中加入一个高穿透能力的营效果会十分明显。

反坦克炮一开始具有最强的穿透能力,直到T2级别的重型坦克(1941)出现才能够抵挡。而T2级别的重坦其实穿透能力比同时期的反坦克炮更强,尤其是坦克歼击车变种更是如此。同样的,因为编入两个反坦克炮仅需要两宽度,这样布置其他单位,平均值依旧会很高。

剩余60%穿甲能力多半来自于步兵装备(普通的步兵装备与机械化装备都包括),如果点亮了步兵反坦克武器,则可以获得双倍的加成,因为这对两款装备都生效。

要塞战

重型坦克,工兵连和除防空炮之外的各类火炮都能在要塞战中获得奖励,超重型坦克和更小规模的超重型坦克歼击车(每个超重型坦克营需要装备数为15,超重型坦克歼击车营需要装备数为7)拥有着目前为止最高的加成奖励。并且通常不会受到攻击要塞惩罚,因为这一部分已经体现在要塞战机制中了。

两栖登陆战

如名字所说,海军陆战队尤善此道,步兵仅此于它。炮兵营和坦克营一样,根据重量承受不同等级的惩罚。编入工兵连将为两栖作战能力带来极大的提升。

许多战术上的需要,可以通过在海军陆战队中编入支援连达成。

跨河

任何跨河攻击都可被视为小型的两栖登陆任务,所有单位将受到两栖登陆作战一半的惩罚,此惩罚对移动速度生效。需要注意的是,骑兵部队在此情况下会变得比步兵部队要慢,不过若是仍能达成围攻,跨河行为仍不失为值得一试的策略。

丘陵与山地战

此地形作战的首选是山地部队,对于坦克来说,轻型坦克所受惩罚最轻,其他各类机动部队所受惩罚也较轻。各类步兵部队仅在移动速度上受到较重影响。

外部链接