Mikufan parawiki(讨论 | 贡献) |
Mikufan parawiki(讨论 | 贡献) |
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这些数值中大部分可以通过制造装甲衍生型(包括坦克和其他装甲部队)来提高。然而,增加一个数值也会对其他的数值产生影响,参考[[Variant|衍生型]]以及[[Variant Upgrading|衍生型升级]]和[[Variant Armored units|衍生装甲单位]]。研究[[Land doctrine|陆战理论]]也会增加数值 | 这些数值中大部分可以通过制造装甲衍生型(包括坦克和其他装甲部队)来提高。然而,增加一个数值也会对其他的数值产生影响,参考[[Variant|衍生型]]以及[[Variant Upgrading|衍生型升级]]和[[Variant Armored units|衍生装甲单位]]。研究[[Land doctrine|陆战理论]]也会增加数值 | ||
=== | === 基本属性=== | ||
*''' | *''' 最大速度.''' 每个师的最大速度取决于''' 最慢''' 的营。支援连不影响师的速度;它们与整个师的机动性相同。 | ||
*''' | *''' 生命值HP.''' HP 是生命值的英文缩写。用于显示部队承受伤害的能力,很大程度上取决于部队的人力与种类。HP(人力与种类)和装备在游戏中也和部队的“强度”息息相关。师的HP大小表示,在一个师被彻底摧毁之前能承受的打击或[[Land battle#Damage dealing| 伤害]] ,数值是下属营与连的''' 总和。''' 机械化步兵营有30HP;骑兵营、步兵营、摩托化步兵营有25HP;伞兵营有22HP;山地步兵营和海军陆战队营有20HP;坦克营有2HP;所有的火炮营/摩托化火炮营都有0.6HP。在支援连中,侦察连、工兵连、后勤连和野战医院连都有2HP;宪兵连,维修连和通信连都有1HP;火炮支援连、反坦克支援连和防空支援连有0.2HP。当一个师受到伤害后,战斗属性会成比例地下降;举个例子,一个师只有一半HP的时候,战斗中攻防自然会减半。从数据中可以看出,坦克和火炮在承受伤害方面相对脆弱,只有人力多的营,如各种类型的步兵,才能使师承受高伤害并继续战斗直至组织消失。参考[[Land warfare#Damage dealing| 陆战伤害]] 。 | ||
*''' | *''' 组织度.''' Known as "morale" in previous games, organization is the readiness of a division to perform combat (the willingness of a unit to either continue attacking or to continue holding the province that they are defending). Organization of a division is the '''average''' of all the battalions and companies. Since infantry battalions have much higher organization than other battalion types, it is generally a good idea to mix in some infantry with them; this is especially true of the harder divisions such as tanks (try to use motorized or mechanized battalions as leg infantry will slow your movement speed). Moving a division causes organization loss at the rate of {{red|-0.2}} organization per hour (reference [[Defines#NMilitary|Defines NMilitary HOURLY_ORG_MOVEMENT_IMPACT]]). Organization may also be lost through attrition or lack of supply (reference [[Attrition and accidents#Organization loss|Attrition and accidents Organization loss]] and [[Logistics#Out of supply penalties|Logistics Out of supply penalties]]). A division without organization cannot operate as it is supposed to; it cannot stay in combat or move properly. Battles are always battles of Organization depletion (reference [[Land warfare#Damage dealing|Land warfare Damage dealing]]) and, depending on who the attacker is, reaching 0 has one of two effects: | ||
**If the attacker, then the division will stop attacking and will either stay in, or return to, the region it came from. Any movement progress is lost. It cannot be ordered to attack again until Organization has recovered a decent amount. | **If the attacker, then the division will stop attacking and will either stay in, or return to, the region it came from. Any movement progress is lost. It cannot be ordered to attack again until Organization has recovered a decent amount. | ||
**If the defender, then the division will try to flee - leaving the province to the nearest friendly one. If it cannot leave the province, then it will simply be taken out of the fight until all combat in that province ceases or it is overrun. | **If the defender, then the division will try to flee - leaving the province to the nearest friendly one. If it cannot leave the province, then it will simply be taken out of the fight until all combat in that province ceases or it is overrun. |
2020年8月17日 (一) 23:27的版本
术语
这部分内容可能已不适合当前版本,最后更新于1.9。 |
游戏中使用的术语(如团、旅)在不同国家的军队中历来有不同的含义。本节将解释这些术语在本游戏中的定义。
师
- 主条目:Division
军队由师组成,这是玩家可以直接控制的最小单位。
营
每个师由1-25个营组成。这是主要的作战部队,也是大多数统计数据的来源。人力和装备主要消耗于此。
营组和团
所有的营都属于一个特定的营组,如“步兵部队”、“机动部队”和“装甲部队”。
团是模板设计中的“列”。不同分类的营必须位于不同的团(列)中。 团并没有其他效果。 一个师最多有5个团/列,而营只有3种分类,足够玩家使用。并且一般不使用全部的25个营槽,不混合使用超过1-2个营组。
支援连
除了营之外,一个师可以有5个支援连。它们通常提供额外增益。支援连可以被粗略地分成四类:
- 火炮支援,为没有炮兵营的师提供有限的火炮攻击能力
- 基本支援,需要支援装备
- 机动支援,需要支援装备与摩托化装备
- 侦察支援,需要骑兵(步兵武器,支援装备),摩托化(步兵武器,支援装备和摩托化装备),装甲车或轻坦克
Statistics
这部分内容可能已不适合当前版本,最后更新于1.9。 |
以营为基本统计单位,每个师都有一系列的数值。
请注意,有些数值取决于实际装备。师会显示使用了“最好的”装备时的数值。但由于装备损失、装备缴获、产量不足等原因,许多老旧装备会被投入战场。尽管每个士兵都不缺装备了,但师的数值也随之降低。当然对于某些师来说,故意限制其可用装备更有利于总体战略。
这些数值中大部分可以通过制造装甲衍生型(包括坦克和其他装甲部队)来提高。然而,增加一个数值也会对其他的数值产生影响,参考衍生型以及衍生型升级和衍生装甲单位。研究陆战理论也会增加数值
基本属性
- 最大速度. 每个师的最大速度取决于最慢的营。支援连不影响师的速度;它们与整个师的机动性相同。
- 生命值HP. HP是生命值的英文缩写。用于显示部队承受伤害的能力,很大程度上取决于部队的人力与种类。HP(人力与种类)和装备在游戏中也和部队的“强度”息息相关。师的HP大小表示,在一个师被彻底摧毁之前能承受的打击或伤害,数值是下属营与连的总和。机械化步兵营有30HP;骑兵营、步兵营、摩托化步兵营有25HP;伞兵营有22HP;山地步兵营和海军陆战队营有20HP;坦克营有2HP;所有的火炮营/摩托化火炮营都有0.6HP。在支援连中,侦察连、工兵连、后勤连和野战医院连都有2HP;宪兵连,维修连和通信连都有1HP;火炮支援连、反坦克支援连和防空支援连有0.2HP。当一个师受到伤害后,战斗属性会成比例地下降;举个例子,一个师只有一半HP的时候,战斗中攻防自然会减半。从数据中可以看出,坦克和火炮在承受伤害方面相对脆弱,只有人力多的营,如各种类型的步兵,才能使师承受高伤害并继续战斗直至组织消失。参考陆战伤害。
- 组织度. Known as "morale" in previous games, organization is the readiness of a division to perform combat (the willingness of a unit to either continue attacking or to continue holding the province that they are defending). Organization of a division is the average of all the battalions and companies. Since infantry battalions have much higher organization than other battalion types, it is generally a good idea to mix in some infantry with them; this is especially true of the harder divisions such as tanks (try to use motorized or mechanized battalions as leg infantry will slow your movement speed). Moving a division causes organization loss at the rate of -0.2 organization per hour (reference Defines NMilitary HOURLY_ORG_MOVEMENT_IMPACT). Organization may also be lost through attrition or lack of supply (reference Attrition and accidents Organization loss and Logistics Out of supply penalties). A division without organization cannot operate as it is supposed to; it cannot stay in combat or move properly. Battles are always battles of Organization depletion (reference Land warfare Damage dealing) and, depending on who the attacker is, reaching 0 has one of two effects:
- If the attacker, then the division will stop attacking and will either stay in, or return to, the region it came from. Any movement progress is lost. It cannot be ordered to attack again until Organization has recovered a decent amount.
- If the defender, then the division will try to flee - leaving the province to the nearest friendly one. If it cannot leave the province, then it will simply be taken out of the fight until all combat in that province ceases or it is overrun.
- Recovery rate. All divisions that are not in combat regenerate Organization at a fixed rate. This stat is additional regeneration on top of that, allowing a division to be better prepared for more combat. A division can suffer from a recovery rate penalty if it lacks supply. Reference Logistics Out of supply penalties. The average of all battalions and companies.
- Recon. Contributes to reconnaissance during battle. In any combat the side with a reconnaissance advantage (from divisions and the general) over their enemy has more information about how their adversaries' forces are deployed and are more likely to pick better tactics for the day (reference Combat tactics). Adding a recon support company will give an extra reconnaissance points bonus to the commander in charge of your division during battle. Reference Support Companies technology.
- Suppression. Ability to suppress local resistance (reference Occupation). How well the division will stop the formation of partisan forces and their activities. The sum of all battalions and companies.
- Weight. How large or "heavy" the unit is. The higher the number, the more convoys are needed when in naval transfer and the more planes are needed to drop paratroopers. The sum of all battalions and companies.
- Supply use. How much supply the unit consumes per day. Please read Supply on the significance of this. Adding a Logistics support company will reduce your division's daily supply consumption. Reference Support Companies technology. The sum of all battalions and companies.
- Reliability. Reliability is the resistance to military equipment breakdown and subsequent loss. Higher reliability reduces the chance of equipment breakdown and loss during combat or from attrition. Reference Land warfare Damage dealing and Attrition and accidents. Incorporating a Maintenance support company (reference Support Companies technology) into your division will grant a bonus to each equipment type's reliability.
- Trickleback. Normally Manpower that is lost in combat, just vanishes. While the Manpower pool does regrow to its maximum, this is very slow. Trickleback is a portion of casualties that can be saved and returned to the Manpower pool, conserving manpower. This is provided by the Field Hospital support company. Reference Support Companies technology.
- Exp. loss. How much experience is lost when a unit suffers casualties. A high negative is better. A Field Hospital support company can reduce experience loss from casualties. Reference Support Companies technology. Note that there is additional XP loss for bringing in reinforcements.
Combat stats
- Soft attack. How many attacks made each hour against the soft parts of an enemy division. In combat, this stat gives the number of attacks the unit can make against a target with low hardness (such as infantry or cavalry) instead of high hardness, armored targets (such as tanks and tank variants). The sum of all battalions and companies.
- Hard attack. How many attacks made each hour against the hard parts of an enemy division. In combat, this stat gives the number of attacks the unit can make against a target with high hardness (such as tanks and tank variants). The sum of all battalions and companies.
- Air attack. How much damage a unit can do against enemy airplanes. It can reduce the effectiveness of enemy aircraft attacking your division (capability of shooting down enemy aircraft). High air attack can also help to counter enemy air superiority effects. The sum of all battalions and companies.
- Defense. Known as "defensiveness" in previous games. This stat represents the number of defenses the division has when defending a province, that is, how many attacks it can avoid. When a division has no defenses left, it is more probable that it is hit when in combat and cannot hold its defensive position as well. Higher defense allows a division to hold the line longer with fewer casualties. Sum of all battalions and companies.
- Breakthrough. Known as "toughness" in previous games. This works like defense, except it applies when the division is attacking a province. This stat represents the number of defenses the division has when attacking, that is, how many of the defender's attacks it can avoid. When the division has no defenses left, it is more probable that the division will be hit when in combat and cannot sustain the offensive as well. Higher breakthrough allows a division to continue attacking the line more effectively. The sum of all battalions and companies.
- Armor. It halves the number of soft and hard attacks made against the division if the attacking division's piercing is less than the defending division's armor. Higher armor than the enemy's piercing will also increase the number of unit attacks in combat and change the organization damage dice roll per attack from 1d4 to 1d6 as the unit can move around the battlefield more freely without getting pinned or damaged. A division's armor is equal to 30% of the highest armor in the division plus 70% of the average armor in the division (or rather from testing, 70 % of the combined divisions armor divided by number of battalions + 1). Armor is not a property of unit type, only of its equipment.
- Piercing. Represents the ability of a division to pierce armor and pin down armored forces, restricting the movement. If the value is higher than the enemy's armor value, then the division suffers no penalty to its attacks. A division's piercing is equal to 40% of the highest piercing in the division plus 60% of the weighted-average piercing of all battalions in the division.
- Initiative. Higher initiative speeds up battle planning, so 20% initiative, as from a level 1 signals company, speeds up 2%/day planning to 2.4%/day. Higher initiative also increases the chance of a division joining a battle from the reserves.
- Entrenchment. Represents the ability of a unit to build temporary defensive structures like trenches and pick favorable defensive positions like hills, to better defend against an enemy attack. Entrenchment level is mentioned in the army selection. Divisions build up entrenchment hourly when not engaged in combat and stationary (not moving). It provides a massive bonus when defending the province, going as far as an outright force multiplier.
- Combat width. Represents the room that the division takes up while fighting at the front line. In order to fit into battle, the division needs to fit into the combat width provided by the battlefield (typically 80 width). The less width that each division takes, the more divisions that can fire upon the enemy at the same time. However, making many thin divisions also has it's tradeoffs. Different battalion types increase the combat width of a division by a different amount. For example, infantry and armored battalions use 2 width, artillery battalions use 3 width, and anti-tank and anti-air battalions use 1 width. Support companies do not increase the combat width of a division (see Divisions for details). The Mass Assault doctrine tree has options that reduce the combat width of infantry battalions (from 2 width to 1.6 width). The Field Marshal Offensive Doctrine trait also reduces combat width when on the attack. The sum of all Battalions. Combat width notes:
- The normal maximum combat width provided by the battlefield is 80.
- If attacking divisions come from more than one province, then another 40 width is added to the battlefield for each province.
- Due to the above battlefield width numbers, divisions widths of 10, 20, and 40 tend to be common. However, numbers divisible by 4 will also work well.
- Only full divisions can join a fight.
- Fielding more divisions than the battlefield width supports will result in penalties. When this happens, the Battle Interface will automatically put these extra divisons into reserve.
- Frontage Reduction can reduce the amount of width taken up by divisions, thus allowing more to be used or slightly bigger divisions to be fielded.
- Hardness. Represents what proportion of the division is made up of battalions which are armored and protected, that is, how "hard" (armored) the division is—the proportion of hard attacks to soft attacks it receives. Different battalions have different levels of hardness, for example, infantry being very "soft" (0%), mechanized infantry being quite hard (60-84%) and super heavy tanks being very hard (99%). Multiply this with the attacker's hard attack and multiply 1-hardness (i.e. softness) with the attacker's soft attack to find out how many attacks are made against the division. Divisions with high hardness will suffer more hard attacks and fewer soft attacks. Divisions with low hardness will suffer more soft attacks and fewer hard attacks.
Other Stats
- Fuel capacity: How much fuel a unit can store. Higher fuel capacity means that the unit will be able to operate at full capacity longer when it lacks fuel supply.
- Fuel Usage: How much fuel a unit uses while it is operating. Land units with fuel consumption will consume fuel in idle as well, but combat, movement, or training will further increase the consumption.
- Paradrop: A simple true/false check if the division can be paradropped. For it to be true, all Battalions must be Paratroopers. However, Companies can be mixed in freely.
- Special Forces Cap: All Special Forces Battalions are under a country cap. Divisions cannot be changed, trained, given a different template or have their template adjusted if that would result in exceeding that cap. Reference Infantry technology Special forces.
Equipment cost
Each division will require a certain amount of manpower, equipment, and training time to produce. Most of these values are simply a sum.
However, training time is the exception. It is based on the longest training time of any Battalion or Company. Reference Army planner Training and Command Group Exercise.
Terrain modifiers
- 主条目:Terrain
Terrain can influence the performance of different unit types in offense, defense and even movement. Terrain modifiers are averaged between all Battalions, but the Support Companies (Engineer and Recon only) are additive.
Unit types
这部分内容可能已不适合当前版本,最后更新于1.9。 |
NOTE: The table below is not fully accurate. The table below is prepared using first generation equipment. Detailed information for subsequent generations will be found in Land units by unit and for a comparison of equipment of equivalent generation: Land units by year. Generally non-combat statistics are defined per battalion. But combat statistics are a function of equipment and thus not static. Additionally, battalions add modifiers to its equipment. For example, a Marine combat battalion adds +30% Breakthrough to its infantry equipment while an artillery support company has a -40% Soft Attack, -40% Hard Attack, -40% Defense, and -40% Breakthrough to its artillery equipment.
Things are a little more complicated for Mechanized battalions. They use both Weapon and Mechanized equipment and the stats are a sum of both pieces of equipment (with a 10% bonus to Weapon Soft Attack and 500% bonus to Weapon Hard Attack).
Anti-air, anti-tank, and artillery are available as battalions placed in the brigade columns, or as support companies in the support column. Support companies of AA, AT, or Arty have fewer guns than line battalions. Divisions can have both support and line versions. However, since a line battalion puts out more firepower than a smaller support unit, many commanders would prefer to have the extra firepower of a full battalion and leave the support slot open for a specialist company.
Category | Unit | Icon | NATO Symbol | Base | Cost | Equipment Modifier | Category | Equipment Stats (for most basic equipment, advanced versions here: Equipment/Land units by year) | Unit | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
HP | Org. | Recov. | Suppr. | Weight | Supply | Width | Special Effects | 人力 | Training | Equip. | Speed | Soft Atk. | Hard Atk. | Air Atk. | Defense | Breakthr. | Armor | Pierce | Hardness | Fuel Capacity | Fuel Usage | Prod Cost | |||||||
Infantry | Infantry | +25.0 | 60 | 0.3 | +1.5 | +0.5 | +0.07 | +2.0 | 1000 | 90 | 100 Infantry Equipment | Front line, foot infantry, all infantry, all army | 4.0 | +3.0 | +0.5 | +20.0 | +2.0 | 1 | 0% | 0 | 0 | +43.0 | Infantry | ||||||
Bicycle | +25.0 | 60 | 0.3 | +2.0 | +0.5 | +0.07 | +2.0 | 1000 | 90 | 100 Infantry Equipment, 10 Support Equipment | +60% Max Speed | Front line, foot infantry, all infantry, all army | 6.4 | +3.0 | +0.5 | +20.0 | +2.0 | 1 | 0% | 0 | 0 | +83.0 | Bicycle | ||||||
Mountain | +20.0 | 70 | 0.4 | +1.0 | +0.5 | +0.07 | +2.0 | 1000 | 120 | 140 Infantry Equipment | +30% Breakthr. | Front line, foot infantry, all infantry, all army | 4.0 | +3.0 | +0.5 | +20.0 | +2.6 | 1 | 0% | 0 | 0 | +60.2 | Mountain | ||||||
Marines | +20.0 | 70 | 0.4 | +1.0 | +0.5 | +0.06 | +2.0 | 1000 | 120 | 150 Infantry Equipment | +30% Breakthr. | Front line, foot infantry, all infantry, all army | 4.0 | +3.0 | +0.5 | +20.0 | +2.6 | 1 | 0% | 0 | 0 | +64.5 | Marines | ||||||
Paratrooper | +22.0 | 70 | 0.4 | +1.0 | +0.5 | +0.06 | +2.0 | 1000 | 150 | 130 Infantry Equipment | Front line, foot infantry, all infantry, all army | 4.0 | +3.0 | +0.5 | +20.0 | +2.0 | 1 | 0% | 0 | 0 | +55.9 | Paratrooper | |||||||
Anti-Tank | +0.6 | 0 | +0.5 | +0.10 | +1.0 | 500 | 120 | 36 Anti-Tank | Front line, line artillery, all army | 4.0 | +4.0 | +15.0 | +4.0 | 75 | 0% | 0 | 0 | +144.0 | Anti-Tank | ||||||||||
Anti-Air | +0.6 | 0 | 0.1 | +0.5 | +0.10 | +1.0 | 500 | 120 | 30 Anti-Air | line artillery, all army | 4.0 | +3.0 | +7.0 | +19.0 | +4.0 | +1.0 | 25 | 0% | 0 | 0 | +120.0 | Anti-Air | |||||||
Artillery | +0.6 | 0 | 0.1 | +0.5 | +0.20 | +3.0 | 500 | 120 | 36 Artillery | line artillery, artillery, all army | 4.0 | +25.0 | +2.0 | +10.0 | +6.0 | 5 | 0% | 0 | 0 | +126.0 | Artillery | ||||||||
Rocket Artillery | +0.6 | 0 | 0.1 | +0.5 | +0.20 | +3.0 | 500 | 120 | 36 Rocket Artillery | line artillery, all army | 4.0 | +30.0 | +1.0 | +12.0 | +9.0 | 2 | 0% | 0 | 0 | +144.0 | Rocket Artillery | ||||||||
Mobile Battalions | Motorized Anti-Tank | +0.6 | 0 | +0.5 | +0.15 | +1.0 | 500 | 120 | 36 Anti-Tank, 50 Motorized (Trucks) | line artillery, all army | 12.0 | +4.0 | +15.0 | +4.0 | 75 | 10% | 46.08 | 1.20 | +269.0 | Motorized Anti-Tank | |||||||||
Motorized Anti-Air | +0.6 | 0 | 0.1 | +0.5 | +0.15 | +1.0 | 500 | 120 | 30 Anti-Air, 50 Motorized (Trucks) | line artillery, all army | 12.0 | +3.0 | +7.0 | +19.0 | +4.0 | +1.0 | 25 | 10% | 46.08 | 1.20 | +245.0 | Motorized Anti-Air | |||||||
Motorized Artillery | +0.6 | 0 | 0.1 | +0.5 | +0.30 | +3.0 | 500 | 120 | 36 Artillery, 50 Motorized (Trucks) | line artillery, all army | 12.0 | +25.0 | +2.0 | +10.0 | +6.0 | 5 | 10% | 46.08 | 1.20 | +251.0 | Motorized Artillery | ||||||||
Motorized Rocket Artillery | +0.6 | 0 | 0.1 | +0.5 | +0.28 | +3.0 | 500 | 120 | 36 Rocket Artillery, 50 Motorized (Trucks) | line artillery, all army | 12.0 | +30.0 | +1.0 | +12.0 | +9.0 | 2 | 10% | 46.00 | 1.2 | +269.0 | Motorized Rocket Artillery | ||||||||
Motorized Rocket (Katyusha) | +0.6 | 0 | 0.1 | +0.5 | +0.28 | +3.0 | 500 | 120 | 20 Mot. R. Artillery, 15 Motorized (Trucks) | line artillery, all army | 12.0 | +36.0 | +1.0 | +15.0 | +12.0 | 2 | 10% | 50.688 | 1.32 | +277.5 | Motorized Rocket (Katyusha) | ||||||||
Cavalry | +25.0 | 70 | 0.3 | +2.0 | +0.5 | +0.12 | +2.0 | 1000 | 120 | 120 Infantry Equipment | +60% Max Speed | Front line, all army | 6.4 | +3.0 | +0.5 | +20.0 | +2.0 | 1 | 0% | 0 | 0 | +51.6 | Cavalry | ||||||
Motorized Infantry | +25.0 | 60 | 0.3 | +1.0 | +0.75 | +0.11 | +2.0 | 1200 | 90 | 100 Infantry Equipment, 50 Motorized (Trucks) | front line, all infantry, all army | 12.0 | +3.0 | +0.5 | +20.0 | +2.0 | 1 | 10% | 46.08 | 1.20 | +168.0 | Motorized Infantry | |||||||
Mechanized | +30.0 | 60 | 0.3 | +1.0 | +1.0 | +0.18 | +2.0 | 1200 | 120 | 100 Infantry Equipment, 50 Mechanized | +10% Soft Atk. and +400% Hard Atk. | Front line, all infantry, all army | 8.0/10.0/12.0 | +3.3 | +2.5 | +46.0 | +6.0 | 10/15/20 | 12 | 60% 72% 84% |
92.16 | 2.40 | +440.0 | Mechanized | |||||
Armored Car | +2.0 | 10 | 0.3 | +2.5 | +0.8 | +0.14 | +2.0 | 500 | 180 | 60 Armored Cars | Front line, all infantry, all army | 9.0 | +6.0 | +2.0 | +2.0 | +12.0 | 3 | 6 | 65% | 30.67 | 0.8 | +240.0 | Armored Car | ||||||
Tanks | Light Tank | +2.0 | 10 | 0.3 | 2.5 | +1.0 | +0.20 | +2.0 | 500 | 180 | 60 Light Tanks | Front line, tank, all armor, all army | 10.0/12.0/14.0 | +13.0 | +4.0 | +4.0 | +26.0 | 10 | 10 | 80% | 92.16 | 2.40 | +480.0 | Light Tank | |||||
Medium Tank | +2.0 | 10 | 0.3 | 2.5 | +1.25 | +0.22 | +2.0 | 500 | 180 | 50 Medium Tanks | Front line, tank, all armor, all army | 8.0/9.0/10.0 | +19.0 | +14.0 | +5.0 | +36.0 | 60 | 61 | 90% | 138.24 | 3.60 | +600.0 | Medium Tank | ||||||
Heavy Tank | +2.0 | 10 | 0.3 | 2.5 | +1.5 | +0.30 | +2.0 | 500 | 180 | 40 Heavy Tanks | Front line, tank, all armor, all army | 5.0/6.0/6.0 | +15.0 | +12.0 | +6.0 | +36.0 | 70 | 35 | 95% | 168.96 | 4.40 | +1000.0 | Heavy Tank | ||||||
Super Heavy Tank | +2.0 | 10 | 0.3 | 2.5 | +1.75 | +0.40 | +2.0 | 500 | 180 | 15 Super Heavy Tanks | Front line, tank, all armor, all army | 4.0 | +38.0 | +45.0 | +10.0 | +74.0 | 145 | 146 | 99% | 384.00 | 10.00 | +1500.0 | Super Heavy Tank | ||||||
Modern Tank | +2.0 | 10 | 0.3 | 2.5 | +1.5 | +0.25 | +2.0 | 500 | 180 | 50 Modern Tanks | Front line, tank, all armor, all army | 10.0 | +33.0 | +32.0 | +10.0 | +84.0 | 130 | 131 | 98% | 192.00 | 5.00 | +1400.0 | Modern Tank | ||||||
Amphibious Tank *requires Man the Guns DLC | +2.0 | 10 | 0.3 | +1.0 | +0.20 | +2.0 | increased attack (+20% marsh, +30% river, +50% amphibious) | 500 | 180 | 50 Amphibious Tanks | Front line, tank, all armor, all army | 7.0 | +13.0 | +4.0 | +4.0 | +26.0 | 20 | 10 | 80% | 192.00 | 4.00 | +500.0 | Amphibious Tank *requires Man the Guns DLC | ||||||
Light TD | +0.6 | 0 | 0.3 | 1.0 | +1.0 | +0.20 | +2.0 | 500 | 180 | 30 L. Tank Destroyer | Front line, all armor, all army | 10.0/12.0/14.0 | +6.0 | +10.0 | +4.0 | +1.0 | 10 | 50 | 80% | 46.08 | 1.20 | +240.0 | Light TD | ||||||
Medium TD | +0.6 | 0 | 0.3 | 1.25 | +1.25 | +0.22 | +2.0 | 500 | 180 | 24 M. Tank Destroyer | Front line, all armor, all army | 8.0/9.0/10.0 | +5.0 | +20.0 | +5.0 | +1.3 | 60 | 88 | 90% | 69.12 | 1.80 | +288.0 | Medium TD | ||||||
Heavy TD | +0.6 | 0 | 0.3 | 1.25 | +1.5 | +0.30 | +2.0 | 500 | 180 | 20 H. Tank Destroyer | Front line, all armor, all army | 5.0/6.0/6.0 | +6.0 | +25.0 | +4.0 | +1.0 | 70 | 96 | 95% | 84.48 | 2.20 | +500.0 | Heavy TD | ||||||
Super Heavy TD | +0.6 | 0 | 0.3 | 1.25 | +1.75 | +0.40 | +2.0 | 500 | 180 | 7 SH. Tank Destroyer | Front line, all armor, all army | 4.0 | +12.0 | +70.0 | +7.0 | +1.8 | 145 | 170 | 99% | 192.00 | 5.00 | +700.0 | Super Heavy TD | ||||||
Modern TD | +0.6 | 0 | 0.3 | 1.25 | +1.5 | +0.25 | +2.0 | 500 | 180 | 24 Modern Tank Destroyer | Front line, all armor, all army | 10 | +10.0 | +42.0 | +8.0 | +2.0 | 130 | 165 | 98% | 96.00 | 2.50 | +672.0 | Modern TD | ||||||
Light SP Artillery | +0.6 | 0 | 0.1 | 1.25 | +1.0 | +0.40 | +3.0 | 500 | 180 | 36 Light SP Artillery | All armor, all army | 10.0/12.0/14.0 | +34.0 | +0.5 | +4.0 | +2.0 | 5 | 4 | 50% | 46.08 | 1.20 | +288.0 | Light SP Artillery | ||||||
Medium SP Artillery | +0.6 | 0 | 0.1 | 1.5 | +1.25 | +0.44 | +3.0 | 500 | 180 | 36 Medium SP Artillery | All armor, all army | 8.0/9.0/10.0 | +42.0 | +1.0 | +5.0 | +3.0 | 45 | 5 | 65% | 69.12 | 1.80 | +432.0 | Medium SP Artillery | ||||||
Heavy SP Artillery | +0.6 | 0 | 0.1 | 1.5 | +1.5 | +0.60 | +3.0 | 500 | 180 | 24 Heavy SP Artillery | All armor, all army | 5.0/6.0/6.0 | +55.0 | +1.0 | +4.0 | +2.0 | 45 | 8 | 80% | 84.48 | 2.20 | +600.0 | Heavy SP Artillery | ||||||
Super Heavy SP Artillery | +0.6 | 0 | 0.1 | 1.25 | +1.75 | +0.80 | +3.0 | 500 | 180 | 12 SH SP Artillery | All armor, all army | 4.0 | +85.0 | +3.0 | +7.0 | +3.5 | 100 | 9 | 90% | 192.00 | 5.00 | +1200.0 | Super Heavy SP Artillery | ||||||
Modern SP Artillery | +0.6 | 0 | 0.1 | 1.5 | +1.5 | +0.50 | +3.0 | 500 | 180 | 40 Modern SP Artillery | All armor, all army | 10 | +80.0 | +3.0 | +8.0 | +4.0 | 90 | 10 | 85% | 96.00 | 2.50 | +1120.0 | Modern SP Artillery | ||||||
Light SP Anti-Air | +0.6 | 0 | 0.1 | 0.75 | +1.0 | +0.10 | +1.0 | 500 | 180 | 15 Light SP Anti-Air | +50% Soft Atk. | All armor, all army | 10.0/12.0/14.0 | +3.0 | +1.0 | +15.0 | +2.0 | +2.0 | 5 | 5 | 50% | 23.04 | 0.60 | +150.0 | Light SP Anti-Air | ||||
Medium SP Anti-Air | +0.6 | 0 | 0.1 | 0.8 | +1.25 | +0.10 | +1.0 | 500 | 180 | 12 Medium SP Anti-Air | All armor, all army | 8.0/9.0/10.0 | +6.75 | +3.0 | +22.0 | +2.5 | +2.5 | 45 | 40 | 65% | 34.56 | 0.90 | +144.0 | Medium SP Anti-Air | |||||
Heavy SP Anti-Air | +0.6 | 0 | 0.1 | 0.75 | +1.5 | +0.10 | +1.0 | 500 | 180 | 8 Heavy SP Anti-Air | All armor, all army | 5.0/6.0/6.0 | +6.75 | +4.0 | +17.0 | +2.0 | +2.0 | 45 | 25 | 80% | 42.24 | 1.10 | +200.0 | Heavy SP Anti-Air | |||||
Super Heavy SP Anti-Air | +0.6 | 0 | 0.1 | 0.75 | +1.75 | +0.10 | +1.0 | 500 | 180 | 4 SH. SP Anti-Air | All armor, all army | 4.0 | +17.25 | +9.0 | +50.0 | +3.5 | +3.5 | 100 | 98 | 90% | 96.00 | 2.50 | +400.0 | Super Heavy SP Anti-Air | |||||
Modern SP Anti-Air | +0.6 | 0 | 0.1 | 2.0[1] | +1.5 | +0.10 | +1.0 | 500 | 180 | 12 Modern SP Anti-Air | All armor, all army | 10 | +13.5 | +7.5 | +50.0 | +4.0 | +4.0 | 90 | 100 | 85% | 48.00 | 1.25 | +336.0 | Modern SP Anti-Air | |||||
Support | Anti-Tank | +0.2 | 0 | 0.1 | +0.1 | +0.08 | 300 | 120 | 24 Anti-Tank | Reduced values for support companies | Front line, support, all army | +2.0 | +7.5 | +2.0 | 63.7 | 0 | 0 | +96.0 | Anti-Tank | ||||||||||
Anti-Air | +0.2 | 0 | 0.1 | +0.1 | +0.10 | 300 | 120 | 20 Anti-Air | Support, all army | +1.8 | +4.2 | +15.2 | +2.4 | +0.6 | 25 | 0 | 0 | +80.0 | Anti-Air | ||||||||||
Artillery | +0.2 | 0 | 0.1 | +0.1 | +0.16 | 300 | 120 | 12 Artillery | Support, artillery, all army | +15.0 | +1.2 | +6.0 | +3.6 | 5 | 0 | 0 | +42.0 | Artillery | |||||||||||
Rocket Artillery | +0.2 | 0 | 0.1 | +0.1 | +0.16 | 300 | 120 | 12 Rocket Artillery | Support, artillery, all army | +15.0 | +0.5 | +6.0 | +4.5 | 2 | 0 | 0 | +48.0 | Rocket Artillery | |||||||||||
Cavalry Recon | +2.0 | 20 | 0.3 | +0.1 | +0.02 | +1 Recon | 500 | 120 | 40 Infantry Equipment, 10 Support Equipment | Support, front line, all army | +0.3 | +10.0 | +1.0 | 1 | 0 | 0 | +57.2 | Cavalry Recon | |||||||||||
Motorized Recon | +2.0 | 20 | 0.3 | +0.1 | +0.02 | +1.5 Recon | 500 | 120 | 40 Infantry Equipment, 10 Support Equipment, 20 Motorized | Support, front line, all army | +0.3 | 0.05 | +2.0 | +1.0 | 1 | 10% | 46 | 1.2 | +107.2.0 | Motorized Recon | |||||||||
Armored Car Recon | +2.0 | 20 | 0.3 | +0.1 | +0.02 | +2 Recon | 500 | 120 | 24 Armored Cars | Support, front line, all army | +0.6 | +0.2 | +1.0 | +6.0 | 3 | 6 | 65% | 30.67 | 0.8 | +96 | Armored Car Recon | ||||||||
Light Tank Recon | +2.0 | 20 | 0.3 | +0.1 | +0.02 | +1 Recon | 500 | 120 | 24 light tanks | Support, front line, all army | +1.3 | +0.4 | +2.0 | +13.0 | 10 | 10 | 80% | 92 | 2.4 | +192 | Light Tank Recon | ||||||||
Engineers | +2.0 | 20 | 0.3 | +0.1 | +0.02 | +5 Max. Entrenchment, improves fort & amphibious combat, adds defense bonus | 300 | 120 | 10 Infantry Equipment, 30 Support Equipment | Support, front line, all army | +1.5 | +0.5 | +22.0 | +3.0 | 1 | 0 | 0 | +124.0 | Engineers | ||||||||||
Field Hospital | +2.0 | 20 | 0.3 | +0.1 | +0.05 | +20% Manpower regained, -10% Experience lost from casualties |
500 | 120 | 20 Motorized, 30 Support Equipment | Support, all army | 0 | 0 | +170.0 | Field Hospital | |||||||||||||||
Logistics Company | +1.0 | 10 | 0.3 | +0.1 | -10% Supply Consumption, -5% Fuel Consumption | 500 | 120 | 10 Motorized, 20 Support Equipment | Support, all army | 0 | 0 | +105.0 | Logistics Company | ||||||||||||||||
Maintenance Company | +1.0 | 20 | 0.3 | +0.1 | +0.03 | + 5% Reliability, +5% equipment capture ratio |
500 | 120 | 25 Support Equipment | Support, all army | 0 | 0 | +100.0 | Maintenance Company | |||||||||||||||
Military Police | +1.0 | 0 | 0.3 | +0.1 | +0.02 | +20% Suppression | 500 | 180 | 40 Infantry Equipment, 10 Support Equipment | Support, all army | +3.0 | +0.5 | +20.0 | +2.0 | 1 | 0 | 0 | +56.0 | Military Police | ||||||||||
Signal Company | +1.0 | 20 | 0.3 | +0.1 | +0.02 | +20% Initiative | 500 | 120 | 10 Motorized, 20 Support Equipment | Support, all army | 0 | 0 | +105.0 | Signal Company |
Equipment
- 主条目:Equipment
Equipment is produced by Production Lines. All units use Equipment of some sort. An Equipment Type is a more abstract grouping, such as Medium Tanks. A Division that has a Division template that uses Medium Tanks can use any type of Medium Tank Equipment to fill its Equipment needs. The statistics of a unit are determined by the statistics of its equipment types. This may be modified by the unit itself; for example, support units typically get penalties to most combat statistics.
Self-Propelled Variants
这部分内容可能已不适合当前版本,最后更新于1.9。 |
Armored units have the following self-propelled variants in addition to the base "tank" type:
- Self-propelled anti-air (SPAA).
- Self-propelled artillery (SPA or SPART). Also commonly known as self-propelled gun (SPG).
- Tank destroyer (TD). Also lesser known as self-propelled anti-tank (SPAT).
These are found as additional research option tabs on the tank icon in the research tree.
Compared with the towed versions, self-propelled battalions provide the following benefits:
- Speed - Towed battalions have a speed of 4.0 km/h (although towed support units match division speed).
- Damage - With the exception of AA, considerably higher damage is available.
- Armor - General increase in armor values for the division.
- Hardness - Towed versions have 0% Hardness.
- Reliability - Self-propelled vehicles can have their Reliability stat upgraded. Towed versions are locked at 80%.
- Cost - The Production Cost is generally higher for self-propelled variants per battalion, but converting obsolete tanks to self-propelled versions is much cheaper and faster to produce than their towed counterparts in addition to conserving valuable resources.
Motorized units have the following variant:
- Motorized rocket artillery.
- Motorized artillery.
- Motorized anti-tank.
- Motorized anti-Air.
Having the ability to switch an existing tank production line to self-propelled variants efficiently is one reason why it may be advisable to divide production of a tank among multiple production lines.
Division Examples
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