辅助部队(支援连)科技

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Pokewiz讨论 | 贡献2020年12月31日 (四) 18:10的版本

辅助部队(支援连)科技会解锁和加强陆军师中编制的支援连。

辅助部队(支援连)科技树
Support Companies research tree.png

支援装备

支援装备
1Aluminum 2Steel
Support Equipment.png


用于支援部队作战的无线电台、吉普车、浮桥和其他装备。

可靠性:
80%

Production cost.png建造花费:
4.0

1918年支援装备科技是研究所有辅助部队科技的基础。此项科技解锁生产的支援装备是游戏中所有支援连共同需要的装备。此科技的基础研究时间是85天。

科技

这些1936年科技的基础研究时间均是170天。1939至1945年科技的基础研究时间则均是127天。需要提及的是摩托化装备制造商(见军需品设计)提供的研究速度加成对战地医院与后勤支援连科技的研究也有效(见机动步兵)。

单位 1936 (基础值) 1939 1942 1945
工兵连 +5 战壕
地形 加成
+2 战壕
+10% 要塞地形攻击与防御
+2 战壕
+10% 河流地形攻击与防御
+2 战壕
+10% 城市地形攻击与防御
侦查连 +1 到 +2 侦查
大约 +10% 速度,取决于侦察连种类与地形
+2 侦查 +2 侦查 +2 侦查
宪兵队 +20% 镇压加成 +10% 镇压加成 +10% 镇压加成 +10% 镇压加成
维修连 +5% 可靠性
+5% 缴获装备比例
+5% 可靠性
+5% 缴获装备比例
+5% 可靠性
+5% 缴获装备比例
+5% 可靠性
+5% 缴获装备比例
野战医院 +20% 伤兵复原
−10% 经验值损失
+10% 伤兵复原
−10% 经验值损失
+10% 伤兵复原
−10% 经验值损失
+10% 伤兵复原
−10% 经验值损失
后勤连 −10% 补给使用
-5% 燃油使用
−10% 补给使用
-5% 燃油使用
−10% 补给使用
-5% 燃油使用
−10% 补给使用
-5% 燃油使用
通信连 +20% 主动性 +12% 主动性 +12% 主动性 +12% 主动性
ExclusiveM.png

注意加成百分比为相乘的百分比而不是相加。例如,对于基础值80%,加以20%的加成,结果应为 96% ( = 80 * 1.2) 而不是 100%。

支援连进阶说明

防空支援连:防空单位主要帮助在所属师参与的战斗中对抗战术轰炸机与近距离支援机,处于同一场战斗中的若干个师可以联合运用他们的防空火力。牵引式防空炮或自行防空炮只会向正在空袭这个师或参与了同一场战斗的其他师的敌方飞机开火。

  • 这些防空单位无法对抗战略轰炸机(战略轰炸机飞行高度过高),所以向卫戍部队添加防空单位不能保护工业设施免遭战略轰炸。
  • 至少在1.3版本时,开发人员报道说师下辖防空单位可以击落战斗机,但这通常需要很多防空炮才能做到(视频中的例子动用了数个营,而不仅仅是一个支援连)。当然,如果你没有战斗机的话,尽可能向前线的每一个师中添加防空单位可能是你唯一的选择。
    • 注解:开发人员说防空单位能击落战斗机的视频是“Together for Victory feature stream”Youtube
  • 需要提及的是牵引式防空炮单位同事拥有一定的(说得过去的)反装甲能力。例如,二级牵引式防空炮有足够的穿甲能力对抗一级中型坦克的装甲。但是,自行防空炮并不具备相应的反装甲能力。鉴于生产防空炮不需要Tungsten钨,对一些小国来说,这可能成为一个可选择的廉价的反坦克方式。
  • 牵引式防空炮或自行防空炮单位可以减少敌方空优对所属师造成的损失。对不起,我不知道malus怎么翻译……
  • Having towed or self-propelled AA in a division reduces the malus that enemy air superiority inflicts.

工兵连:

Engineers (ENG): Engineers provide a movement bonus in forest, jungle, marsh, and rivers. They provide a constant defense bonus in forest, jungle, hills, marsh, rivers, and forts. They also provide an entrenchment bonus on top of that. Upgrading engineers increases the entrenchment bonus and adds additional attack and defense bonuses in forts (II), rivers (III) and urban environments (IV). Lastly, they provide a constant attack bonus to amphibious (naval invasions), which stacks with Marines bonuses. Engineers also increase division defence and soft attack, but not as much as an infantry battalion.

侦查连:

Reconnaissance (REC): A recon company provides a speed bonus on most terrain and a reconnaissance points bonus to the commander that increases the chance to counter the tactic chosen by the enemy for a day of combat. They also slightly increase division defence and attack. Recon can be cavalry, motorized, armored car or light tank.

  • They provide roughly 10% speed boost on most terrain, varies depending on cavalry, motorized, armored car, or light tank. This speed bonus does not increase with upgrades. Consider the value of increasing the infantry speed from 4 km/h to 4.4 km/h, or motorized/light tanks from 12 km/h to 13.2 km/h, and consider how this may combine with vehicle variants to achieve specific speed targets to outpace or overrun enemy. The answers will vary from player to player and likely from division to division. For example, exploitation and envelopment divisions may find the extra speed valuable while assault and breakthrough divisions may not, although they may find the combat tactics bonus valuable in intense battles. The exact speed boost can be seen in this table:
地形 骑兵侦察分队 摩托化侦察连 轻型装甲侦察连 装甲侦察连
河流 +10% 速度 +10% 速度 +10% 速度 +10% 速度
森林 +5% 速度 +5% 速度 +5% 速度 +10% 速度
丘陵 +10% 速度 +10% 速度 +10% 速度 +10% 速度
山地 +10% 速度 +10% 速度 +5% 速度 +10% 速度
平原 +5% 速度 +15% 速度 +15% 速度 +10% 速度
丛林 +10% 速度 +5% 速度 +5% 速度 +10% 速度
沼泽 +10% 速度 +10% 速度 +10% 速度 +10% 速度
沙漠 +5% 速度 +20% 速度 +15% 速度 +10% 速度
  • Additionally, recon companies help to counter enemy tactics. A side with a reconnaissance advantage initially receives a flat bonus equal to 5 leader skill point. This is added to the commander's skill level, increasing the overall chance of picking a successful tactic from the available list. Each recon upgrade increases reconnaissance points. Factors to consider in evaluating recon companies include the relative range of tactics available to each side, potential importance of tactics to an army's warfighting, and opposing commander skill levels. How exactly reconnaissance points from multiple divisions in a combat are combined is not known.

宪兵队:

Military Police (MP): This support company is not intended for the front lines, or any combat really. It provides a percentage increase to the division's Suppression statistic. Suppression counters partisans operating in a region, preventing them from damaging industry. Best when combined with cavalry, motorized, armored cars, and light tanks, which have better suppression than infantry battalions. While they can simply be added to a garrison division, most prefer to create a division template specifically for MPs. Military Police can be used as an extra Infantry battalion if the need arises, however they give a large hit to ORG and it is better to use Support Artillery, Support Rocket Artillery or Engineers to increase division statistics.

维修连:

Maintenance (MAIN): Maintenance companies increase the Reliability statistic of all equipment in a division, thus significantly reducing the amount of equipment lost due to attrition. Unfortunately the division designer's Reliability stat doesn't seem to work, even with only a single battalion. As a result, all calculations for this company must be done outside the game.

  • The effect is initially rather weak, as it only provides a 5% bonus. This means that (land) equipment with 80% reliability will get boosted to 84% (80 * 1.05). However, this bonus increases by an additional 5% per level (for 10%, 15%, and 20%, respectively). This allows reliability improvements to equipment that normally cannot be upgraded. Mechanized are the most significant, but also motorized, all of the towed weapons, and support equipment. It benefits infantry equipment too, but infantry equipment is easy to produce and starts at 90% reliability, rather than the usual 80%. Waiting until Maintenance Company II before considering using it isn't a bad idea.
  • For equipment that can be upgraded, such as tanks, it means putting upgrade points into reliability is less necessary, unless it drops below 80% (or let it drop lower and focus on maintaining 80% reliability after the bonus). That can potentially save a lot of XP. Of course, that would require all tanks of that design to have a maintenance company.
  • As of 1.5, Maintenance companies can also capture equipment from enemy divisions (equal to their reliability boost) that would otherwise be destroyed.

野战医院:

Field Hospital (HOS): These provide two bonuses. First, with the 1936 hospital, 20% of the losses in combat get returned to the Manpower pool rather than being lost forever. Second, 10% less XP is lost from combat losses. Upgrading the field hospitals increases both of these bonuses. The more combat a division sees over time, the greater the overall benefit from a field hospital. Conversely, they are a waste in a division unlikely to see sustained combat or likely to be eliminated if engaged in combat, such as some security, garrison, or coastal defense divisions.

  • From the manpower perspective, bigger is better. Each field hospital, being percentage-based, will simply save more lives in a large division than in a small one.
  • From an XP perspective, however, each soldier is worth more XP in a smaller division. So, it can be worth adding them to a small number of elite divisions. These could be things like marine or paratroop divisions, etc. Another possibility might be a regular infantry division that has already gained a high experience level on its own. By creating a duplicate template, a field hospital can be added to some divisions but not to otherwise identical ones, to help those high XP divisions keep their XP. The higher a division's XP gets, the more the average will be reduced by casualties (since replacements are always green). Deploying new divisions that have a field hospital while they are still green is a complete waste from the XP perspective. Therefore, you have more incentive to train new divisions up to regular before deployment when using field hospitals.

后勤连:

Logistics (LOG): These provide a flat 10% reduction in supply consumption and a 5% reduction in fuel usage, which improves with upgrades. Since it's percentage based, they will provide the most benefit in the most supply-hungry divisions. Since artillery uses a lot of supplies, divisions with multiple artillery of any type (line/support/self-propelled) are the first place to look. Just open the division designer and compare the Supply Use stat before and after adding the company, then decide if it's worth it. Most large divisions are potential candidates. For infantry, keep in mind that when fighting in places with high infrastructure, where months of fighting can go by without units running low on supply, a logistics company provides no benefit. Creating a separate infantry division template specifically for low-supply areas is an option. Other divisions can use that support slot for more combat-related purposes.

通信连:

Signal (SIG):

Chance to join combat

Signal companies provide the Initiative stat, which speeds up joining combat in progress from reserves, as well as planning speed. In general these are most useful for troops in frequent front-line combat, or for reserves in critical positions where rapid reinforcement is needed. Used in the right place, these can be great.

  • One example is if a division in top of the reserves has a Signal Company, the division will be more likely to fill the hole in the front line faster. Without a Signal Company, the base chance to reinforce a battle (assuming that there is available width in the battlefield) is 2% every hour. This means there is a 50% chance that a division will have reinforced the battle within 35 hours. If the Radio technology has been researched, this increases to 7% chance to reinforce every hour, and there is then a 50% chance that the division will have reinforced the battle within 10 hours. The 1936 Signal Company increase Initiative by 20%, and every following upgrade adds 12% Initiative. However, the game modifies the Initiative by 0.25, meaning that 20% Initiative adds 5% to the reinforcement chance - thus, there is a 12% chance for the division to reinforce every hour. So a division with a 1936 Signal Company will have a 50% chance to reinforce a battle within 6 hours.
  • Signal Companies add the full Initiative value to increase planning speed. Given that the base planning speed is 2% per day, a 1936 Signal Company will add 20% to the 2% daily planning, and thus save 4 days to reach the standard 50 % bonus (II:5 days; III: 7 days; IV: 8 days). Whether this bonus expedites preparation of invasions or paradrops is unconfirmed.