术语
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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
基本属性
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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
基础数据
- 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. 类似其他游戏中的士气,组织度是指一个师执行战斗的准备度(一个单位愿意继续进攻或防守自己所在的省份)。师的组织度是所属营与连的平均值。由于步兵营的组织度比其他营高很多,所以一般的师都会编入步兵以提高组织度;尤其是装甲部队(尽量编入摩托化步兵营或机械化步兵营以防师的速度降低)。当师进行移动时,每小时降低0.2的组织度(参考 Defines NMilitary HOURLY_ORG_MOVEMENT_IMPACT)。当发生战斗或者补给不足时组织度也会减少(参考Attrition and accidents Organization loss和Logistics Out of supply penalties)。当一个师组织度为零时将不会服从命令,无法进行战斗和按照指令移动。战斗往往是双方组织度的比拼(参考Land warfare Damage dealing),当一个师的组织度为零时,会引发下列两种情况:
- 如果该师是进攻方,将停止进攻,并返回到所属地区或者是原地待命。师会失去它的移动进程。在组织度恢复到一定程度之前,无法再次发动进攻。
- 如果该师是防御方,则尝试撤退到最近的友方省份。如果无法撤出该省,则将直接撤出战斗,直到该省所有战斗停止或被占领。
- 恢复速度. 不参加战斗的师都会以固定的速度进行恢复。这个数据是额外恢复,允许部队更快恢复以参加战斗。如果一个师缺少补给,恢复速度也会降低。参考Logistics Out of supply penalties。师的恢复速率是所有营和连的平均值。
- 侦察. 有助于战斗中的侦察。在战斗中,拥有侦察优势(来自部队与将领)的一方可以了解敌方的部署情况,更有可能在战斗中选择合适的战术(参考战术)。侦察连可以在战斗中给予指挥官额外的侦察点数。参考Support Companies technology。
- 镇压能力. 压制当地抵抗的能力(参考占领区)。数值表示该师能阻止党派力量的形成与镇压它们活动的能力。师的镇压能力是所有营和连的总和。
- 运输重量. 表示部队的规模或者“重量”。运输重量越大,海运需要的运输船越多,空投需要的运输机也越多。师的运输重量是所有营和连的总和。
- 补给使用. 表示该单位每天消耗多少补给。此处请阅读后勤里的定义。编入一个后勤连可以减少师的日常补给消耗。参考Support Companies technology。师的补给使用为营和连的总和。
- 可靠性. 可靠性是防止军事装备故障与损失的能力。可靠性越高,战斗中或损耗时装备故障与损失的几率就越小。参考Land warfare Damage dealing和Attrition and accidents。在师中编入一个维修连(参考Support Companies technology),可以增加该师装备的可靠性。
- 伤兵复原. 战斗中损失的士兵是无法再次编入部队的。尽管人力还会源源不断地补充到部队里面,但补充速率十分缓慢。伤兵复原是指可以让负伤的士兵重新编入部队以节省人力。编入野战医院连可以让师拥有伤兵复原能力。参考Support Companies technology。
- 经验损失. 经验损失指单位出现伤亡时,会损失多少的经验。数值越低越好,野战医院连可以降低因伤亡而产生的经验损失。参考Support Companies technology。需要注意,增援会引起额外的经验损失。
战斗数据
- 对人员杀伤. 每小时对敌方师的低装甲度部队进行多少次攻击。在战斗中,这个数据表示对低装甲度目标(如步兵或骑兵)而不是对高装甲度目标(如坦克和坦克衍生型)进行多少次攻击。数据大小为所有营和连的总和。
- 对装甲杀伤. 每小时对敌方师的高装甲度部队进行多少次攻击。在战斗中,这个数据表示对高装甲度目标(如坦克和坦克衍生型)进行多少次攻击。数据大小为所有营和连的总和。
- 对空攻击. 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.一支部队对敌机造成多少伤害。对空攻击可以降低敌机对你的部队的压制效果(击落敌机的能力)。对空攻击高时,可以降低敌方的空优效果。数据大小为所有营和连的总和。
- 防御. 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.
- 突破. 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.
- 装甲厚度. 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.
- 穿甲深度. 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.
- 主动性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.
- 堑壕. 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.
- 战斗宽度. 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.
- 装甲度. 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
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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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生产 | 贸易 • 生产 • 建设 • 装备 • 燃料 |
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地图 | 地图 • 省份 • 地形 • 气候 • 地区 |
事件与决议 | 事件 • 决议 |
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