陆军师

本页面所适用的版本可能已经过时,最后更新于1.9
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是充足得。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。向团中添加一个营话费 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 [支援连组织度是否加权需要确认],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、穿甲与装甲率计算方法如下:

  • 装甲: 30% * (装甲最厚的营的装甲值) + 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% * (穿甲深度最高的营的穿甲值) + 60% * (全师所有营与连的平均穿甲值) = 师穿甲值
  • 装甲率: 全师所有营的平均装甲率 = 师装甲率

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

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加成,提高对要塞和跨河是的攻击力。
  • 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,减少训练和战斗时的装备损失。推荐使用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(可讲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。对不及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

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属性惩罚。


工兵连

工兵连可以为所属师提供:

  • 在森林、沼泽与河流地形下的移动速度加成;
  • 在森林、丛林、丘陵、沼泽、河流和要塞地形下的固定比例防御加成;
  • 堑壕上限加成;
  • 登陆作战中的固定比例攻击加成(可与海军陆战队加成叠加);
  • 所属师防御力与对人员杀伤加成(但是与步兵连相比比较微弱)。

升级后的工兵连还分别提供在要塞(二级,1939年科技)、河流(三级,1942年科技)与城市(四级,1945年科技)地形下的固定比例攻击与防御加成。

侦查连

侦察连可以为所属师在大多数地形提供移动速度加成,并为指挥官提供额外的侦察点数加成。侦察点数加成可以在一天中增加指挥官在战斗中发动反制敌方战术的几率。侦察连还能略微增加所属师的攻击与防御。侦察连种类有:骑兵侦察连,摩托化侦察连,轻型装甲侦察连和装甲侦察连。

  • 侦察连在大多数地形中提供大约 10% 移动速度加成(由不同的侦察连种类决定)。此速度加成并不随侦察连科技的升级而提升。通常侦察连提供的移动速度加成可以让步兵部队速度从 4 km/h 提升至 4.4 km/h,或将摩托化师/轻型坦克师的速度从 12 km/h 提升至 13.2 km/h。还可以考虑配合不同种类(甚至是改进后的)车辆将师移动速度提升过某个特定值以超过特定敌军速度或直接超过撤退的敌军以将其部队成建制击溃。但不同玩家对不同的师是否编制侦察连或侦察连种类的选择需要根据具体情况而定。举例来说,对用于渗透或包抄的师 [exploitation and envelopment divisions]来说,侦察连提供的移动速度加成即是值得的提升,但对用于主力进攻或突破关键点的师 [assault and breakthrough divisions]来说移动速度加成就不那么重要了(但对于这些师来说战斗中的战术加成可能会在高强度的战斗中显得尤为重要)。具体的移动速度加成可见下表:
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
  • 编制侦察连有助于反制敌方战术。拥有侦察优势的一方会首先获得相当于 5 指挥官技能点数的加成。这会直接加成至指挥官的技能等级,提升指挥官在可选战术列表中选择成功反制敌方的战术的几率。每一级侦察连科技的升级都会提供额外的侦察点数。评估侦察连重要性要考虑的要素主要包括:双方的可选战术列表,一支军队在作战时战术的潜在重要性,以及敌军指挥官的技能等级。参与同一场战斗的多个师的侦察点数叠加计算的具体机制尚未得知。

宪兵队

宪兵并不是为前线实际作战部队准备的。其可以为所属师提供一定百分比的镇压属性加成。镇压属性可以对抗区域中的抵抗或游击队活动,在一定程度上保护当地工业或其它建筑免造破坏。最好与骑兵营,摩托化营,机械化营或轻型坦克营一起编制,这些种类的营比普通的步兵营拥有更好的镇压能力。不过,通常操作只是在卫戍部队模板中直接添加宪兵队,而不一定要创建专门的带有宪兵队的师模板。极端情况下,宪兵队也可以被当成额外的步兵,但是鉴于编制支援连会降低师模板的组织度,所以在有条件的情况下,还是更推荐使用火炮支援连,火箭炮支援连或工兵连。

维修连

维修连可以增加所属师全部装备的可靠性,这会极大地减少装备损耗。不过由于现存的装备损耗bug,可靠性与装备损耗并非线性关系,提高可靠性只对陆军师内用量较大的装备有效(当初始可靠性为80%时,阈值为100;如对一支装备了72件火炮的部队,维修连不会减少火炮的损耗)。

  • 一级维修连(1936年科技)提供可靠性加成的基础值比较弱,仅有 5%。对于一般有着 80% 可靠性的陆军装备,仅能提升至 84% ( = 80 * 1.05 )。不过这一加成随科技等级提升很大,有 5% 每级(即,可以分别提升至 10%,15% 和 20%)。此加成对那些不可升级改进的装备都有效:这对机械化装备,摩托化装备,各种牵引式武器和辅助装备尤为重要。维修连还对步兵装备起作用,不过步兵装备非常容易大规模生产,而且其基础可靠性为 90%(而不是通常的 80%)。在一些情况下,等拥有二级维修连(1939年科技)之后再编制是个不错的选项。
  • 对于可升级改进的装备,例如坦克,这意味着将改进所需的陆军经验点数用于改进可靠性并不像原来那么必要(除非其可靠性会随着改进降到低于 80%,亦或即便低于 80%,但由维修连加成后会重新回到 80% 以上)。一定程度上可以节省一些陆军经验(当然这要求所有装备了此型号坦克的部队编制维修连)。
  • 从1.5版本开始,维修连还能在战斗中从敌方的师缴获装备一定比例的(本来会被毁坏的)装备。

野战医院

野战医院可以提供两点加成。首先,对于一级野战医院(1936年科技),战斗损失中的 20% 能被救回并返回人力池中。其次,所属师补员时会减少 10% 对的经验损失。野战医院科技等级的提升会同时提升这两项加成。所属师参与的战斗越多,从野战医院中获得的总体收益也就越多。反之,像安保部队、卫戍部队、海岸守卫部队这种极少承担战斗任务,或一旦参战很容易被成编制消灭的师来说,编制野战医院是很浪费的。

  • 人力,当然是越多越好。每个编制的野战医院都以百分比发挥作用,所以相比小编制的师,在大编制的师中会挽救更多的伤员生命。
  • 但从经验角度来看,小编制的师中每个士兵的经验值占全师的比例就会更重要一些。所以在小编制精英师中加入野战医院也是值得的,如海军陆战队师或伞兵师。另外就是对于已经拥有大量经验的常规步兵师:通过复制师模板并添加野战医院(后改变这些师的模板),可以只在这些师中加入野战医院(同编制的其他师则可以不添加),这样就能帮助这些师尽可能保留他们已获得的经验。部队现有经验越多,伤亡后补员时损失的经验就越多(补充的都是新兵)。从经验角度来讲,部署一支未训练完成的带有野战医院的部队是很浪费的。所以当师编制中存在野战医院时,更应当等部队训练至训练初成再部署。

后勤连

后勤连能减少所属师大概 10% 的补给消耗 和 5% 的燃料消耗,且效果随后勤连科技等级提升而提升。鉴于效果基于固定百分比,后勤连在那些消耗补给巨大的师编制中发挥的效果更强。炮兵部队通常消耗大量补给,所以带有若干各种炮兵单位的师要优先考虑编制后勤连。只需打开师编制界面并比较编制后勤连前后的补给使用属性并自行判断是否值得即可。通常那些大编制的师都是考虑对象。对于步兵师来说,当他们在那些当地基础设施良好的地区战斗时,可能数月的连续战斗都不会出现补给不足的情况,此时编制补给连就是毫无收益的。针对缺乏补给地区创建专门的带有后勤连的师编制是可行方案。其他师则可以选择那些有战斗加成的辅助部队。

通信连

加入战斗概率

通信连可以增加所属师的主动性,这能减少所属师从预备部队增援前线所需的时间,也能加快作战计划准备速度。通常来说这对于那些在交战频繁的前线作战,或在关键位置需要快速增援的部队比较重要。运用在正确的地方,通信连可以发挥出最大价值。

  • 当处于预备部队顶部的师拥有通信连时,其会有更高的概率更快填补前线的空缺。当没有通信连时,基础增员率为 2% 每小时(假设前线仍有足够的战斗宽度),则有 50% 的几率这个师能在 35 小时内增援前线。如果已经研发无线电科技,则基础增员率增加到 7% 每小时,部队将有 50% 的几率能在 10 小时内增援前线。一级通信连(1936年科技)能提升 20% 主动性,之后每升一级再增加 12%。不过,游戏机制会将主动性乘以 0.25 的系数之后得到增员率加成,也就是说 20% 主动性会增加 5% 增员率,这时部队将有总计 12% ( = 2% + 5% + 5% ) 每小时的增员率。结果就是,拥有一级通信连的师将有 50% 的几率能在 6 小时内增援前线。
  • 通信连会将全部主动性加成增加至作战计划速度。基础作战计划速度为 2% 每天,一级通信连会给每日作战计划增加 2% 的 20%。达到标准的 50% 作战准备加成能节省总计 4 天时间(二级通信连可减少 5 天,三级通信连可减少 7 天,四级通信连可减少 8 天)。这些数值能否加速海军入侵或空降计划准备尚未确认。


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,都是清醒坦克师模板。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。

装甲率 (Hardness)

Hardness Bar.jpg

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。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。

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。

Sizing

The 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 system.

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.

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.

Division unit type

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.

Once the exemplar unit is established, the internal types of the unit as shown below determine whether military high command bonuses or commander traits apply to the division. If there are multiple bonuses of different types they all stack together additively.

Unit Priority Types
Anti-Air 301 Infantry
Anti-Air
Anti-Tank 1197 Infantry
Anti-Tank
Amphibious Mechanized 610 Mechanized
Amphibious Tank 2501 Armor
Armored Car 501 Motorized
Artillery 1198 Infantry
Artillery
Cavalry 599 Infantry
Cavalry
Engineer Company 0 Infantry
Support
Field Hospital 0 Infantry
Support
Heavy SP Anti-Air 301 Armor
Anti-Air
Heavy SP Artillery 1797 Armor
Artillery
Heavy Tank 2503 Armor
Heavy Tank Destroyer 1797 Armor
Anti-Tank
Infantry 600 Infantry
Light SP Anti-Air 301 Armor
Anti-Air
Light SP Artillery 1795 Armor
Artillery
Light Tank 2501 Armor
Light Tank Destroyer 1795 Armor
Anti-Tank
Logistics Company 0 Infantry
Support
Maintenance Company 0 Infantry
Support
Marines 601 Infantry
Special Forces
Mechanized Infantry 610 Mechanized
Medium SP Anti-Air 301 Armor
anti-Air
Medium SP Artillery 1796 Armor
Artillery
Medium Tank 2502 Armor
Medium Tank Destroyer 1796 Armor
Anti-Tank
Military Police 0 Infantry
Support
Modern SP Anti-Air 301 Armor
Anti-Air
Modern SP Artillery 1796 Armor
Artillery
Modern Tank 2510 Armor
Modern Tank Destroyer 1796 Armor
Anti-Tank
Motorized Anti-Air 301 Motorized
Anti-Air
Motorized Anti-Tank 1197 Motorized
Anti-Tank
Motorized Artillery 1198 Motorized
Artillery
Motorized Infantry 599 Motorized
Motorized Rocket Artillery 1199 Artillery
Motorized
Rocket
Mountaineers 601 Infantry
Special Forces
Paratroopers 2 Infantry
Special Forces
Recon Company 0 Infantry
Support
Rocket Artillery 1199 Infantry
Artillery
Signal Company 0 Infantry
Support
Super Heavy SP Anti-Air 301 Armor
Anti-Air
Super Heavy SP Artillery 1798 Armor
Artillery
Super Heavy Tank Destroyer 1798 Armor
Anti-Tank
Super-Heavy Tank 2520 Armor
Support Anti-Air 0 Infantry
Support
Support Anti-Tank 0 Infantry
Support
Support Artillery 0 Infantry
Support
Support Rocket Artillery 0 Infantry
Support
Truck-drawn Rocket Artillery 1199 Motorized
Artillery

Division Examples

Strategy

Stat optimizations

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.

Understrength stats

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.

Organization & recovery

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.

Maximum speed

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

Most infantry provides 1 to 1.5, while tanks provide 2.5 and artillery/Anti-Tanks provide 0.

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.

Reliability

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.

Soft attack

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

While everything - even the Infantry equipment - has some Hard attack, usually the soft/hard ratio is in favor of killing infantry.

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.

Air might also be an option.

Air attack

Obviously AA is good at this. It seems unlikely that Armor, Hardness, Defense or Breakthrough has any effect.

Breakthrough

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.

Defense

Infantry is the top thing here. The need for mobility limits the buffs from support weapons passive research. 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).

Armor

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".

Piercing

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.

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.

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.

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.

Hardness rating

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

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).

Amphibious assault

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.

You will be dependent on Support companies for many strategic needs.

Rivers

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.

Hill & mountain assault

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.

External guides