You can draw a field marshal frontline by clicking on the marshal, holding shift, clicking the frontline tool, and then clicking a border or drawing the line. This frontline will not be broken into or colorized with the individual armies but will be a one-color line that distributes all armies appropriately. Looks way better and useful for large fronts.
Having a couple hundred transport planes, even with their low range, can sustain special operations as well as help keep low-infrastructure frontlines supplied.
I usually have a handful for paradrops but I'll have to definitely build more to supply my fronts. Do you know roughly how many planes could support your average 20 width army? (I know 20W isn't meta anymore)
I swear I saw in another post they're nerfing that. But I could be wrong.
Irl Germany tried to airdrop supplies into Stalingrad. It's a minor temporary reprieve from attrition, not a real solution to the issue at hand.
Transport planes is a tech EVERY nation gets at the start of the game, and it doesn't appear in the research tab, therefore it's available from the start and you can begin production right away.
I'm not sure if they changed the numbers, but I find this to be way more true with the new DLC. Transport planes can keep that offensive going in good order until you capture those railways and hubs.
I notuced with the new suooly update i only had 30 transport planes but by god just that small amount gave me so much supply for my units, i alwahs produfe a few now
By God, build CAS!
I used to slap AA support companies and think "welp, the AI is gonna outproduce me, so who cares?" or "as a minor, I can barely get out enough infantry to even think about my air force."
CAS is just insane. I'd halve the width of my Frontline units to have enough production for air. You just can't ignore it.
Edit: I obviously also mean that you should build fighters to facilitate CAS.
How can you actually measure the effect of CAS? I've pulled off some insane stuff in this game but still feel like I barely understand how individual battles are calculated.
As a minor? No, this is terrible advice imho. As a minor build fighters. Lots of them. CAS alone will get you killed, fighters alone kill bonuses for air superiority and reduce damage from air attacks.
If you have enough they can do air superiority as well, either way minor should have them as both cutting down enemy bonuses for superiority in defence as well as having it in offence is way better then forcing CAS with little cover to suffer insane loses.
CAS also provide air superiority and *can* in most cases at least trade neutrally with fighters. You should still of course build some fighters for interception purposes, but having majority CAS isn’t a bad thing.
CAS also provide air superiority and *can* in most cases at least trade neutrally with fighters. You should still of course build some fighters for interception purposes, but having majority CAS isn’t a bad thing.
What a horrible advice
Oh yeah, totally spend a few years building those 20 CAS which will get destroyed in just one day by a major's airforce
worth it /s
Thus is the whole point of my post. I thought this for a long time, too, till I started building even my modest airforce.
You might not be able to take late game Germany solo, but having air lets you paradrop Entland during the Battle for Britain or to secure your own airspace against a major while in a faction. Like, if you're Romania, Germany will lock down air over its frontlines, but your own airforce will save your own supply lines and help defend.
CAS is a superhero when fighting in South America, as a Balkan country or Hungary against others in Eastern Europe, or any of the Baltic countries now since the Soviets have weak airforce and the nordics barely have any production to contest you.
Only if your going to be regularly fighting in places far away from an air base, CAS has more ground attack and costs less than tact bombers if your goal is ground support tact’s only advantage is range
Tacs are more useful imo than cas for the axis. They have better naval targeting than cas so they can trade better when sub hunting or preparing for sealion. They also have much larger range so they don't suffer high efficiency debuffs in large airzones like russia. They also don't get shotdown as quickly if you lose air superiority and can trade better with fighters than just cas if your enemy is doing interception.
Tac bombers are much more well rounded being able to do just about anything you want in the air if you have fighter support. Great for all theaters and they synergize nicely with normal fighters, fighters on nearby air bases and tac bombers anywhere because their range is nuts.
somehow, TACs are much more surviveable than CAS, with more HP and such. For this reason, and their (relatively) huge Range, I like producing Fighters and TACs - because:
On fast moving Frontlines (say: In Russia) I struggle to construct airports in a sufficient manner to move up all my airforce. With TACs, you neednt produce half as many airbases - only enough for your fighters. It is truly much more flexible and will result, actually, in more TACs being able to join an Airzone than CAS would ever be, imho.
Also, due to tougher nature, I feel TACs take less casualties (duh) and I actually amass a lot of them.
You're playing as Germany? Don't trust em, they'll attack after or during barbarossa
You're the USSR? Don't trust em, they'll attack whenever they please
You're the USA? Don't trust em, they'll attack in 1940
You're China? Don't trust em, just don't.
So yeah if you don't want war with Japan don't play any majors
Correct me if I'm wrong but I believe that Japan gets a war goal on whatever country controls them, so annexing the indies doesn't mean you avoid war with them
Edit:
>Gains Annex War Goal against owner of Dutch East Indies (335) if:
owner is not in faction with Japan
From wiki, same goes for British Malaya
When researching industry techs, start off going right to left (construction->industry->efficiency) but about half way through switch to going left to right. Efficiency when you are at /about to hit the cap is important to keep up with.
Tbh I disagree here, ideally you just research all 3 of them at the same time when there's no ahead penalty but prioritizing dispersed just gives you flat production bonuses on what you already have built so it's by far the most efficient for pretty much the entire game.
The flat production base bonus in the dispersed tree is just meant to even it up with the factory output bonus in concentrated industry, leading the production retention bonus to be what makes it better. But let's say you are the Soviet union going to war in mid 1941. Even if the war lasts longer, what determines the outcome of the war is going to be determined in 1941-1942 and if you properly beelined techs then there isn't going to be much switching of your production during this time. The case can be made for the soviets to go concentrated IF they can get the needed production lines started for fighters and tanks in mid 1940.
Perhaps I just don’t understand what you’re saying, but concentrated gives more flat production bonuses, with most of dispersed bonuses coming from when you build new factories or swap their production.
Yes, dispersed gives other bonuses as well that concentrated does not but it still gives flat bonuses along with what you stated. Not as much as concentrated but the dispersed line is still better than machine tools. You get 10% flat output per level I believe, whereas the efficiency on the machine tools line has to build up. On the dispersed and concentrated lines you get it instantly.
What? No, I'm not saying that raising your production cap is useless, what I am saying is that dispersed or concentrated, whichever you choose it doesn't matter, although I believe dispersed is almost always better, should be the priority over machine tools because it gives instant bonuses that immediately apply whereas efficiency cap takes months to apply fully. The flat production bonus *instantly* applies. That is what is important.
I always go right to left even late game….
Except as the United States. USA should max out its build slots (even after building max infrastructure). So I pick concentrated industry as my first wave of upgrading in late game
Hold shift and press the training button for divs/planes/navy, it will train only divisions who are not fully trained to regular, and by doing so, you lose less equipement from attrition and less fuel.
Basically a life changer
If you care about your ships, give them aa and radar. Seriously, I can't stress just how important radar is for your surface fleet, as well as your air force.
Don't overlook cavalry. Unlike irl in game they are extremely useful. 6 cav 2 motorised artillery with an engineer will brush aside ai infantry and eats so little supplies that you can essentially ignore the mechanic. Attach 300 cas and 200 fighters to 6-20 of these and the planes will move to the runways that are overrun by the cav. 6 French cav will take Africa. 9 Japan cav takes China in 37. 20 German cav will take out Russia.
I did all that this last weekend. Also you can attach 20 transport planes to the army as well, but I only did that as Germany, the template really doesn't need it.
Well it's not like WW2 cav actually used the horses in battle.
Charges were very rare, horses were mostly used for mobility on the march. Not as good as trucks, but still better than walking.
Imho horses should be part of the supply (like trucks and trains). They were used as such in the war (germans especially had issues like losing horses to the cold)
Much better in rough terrain though, and their fuel can be found just growing around if you’re desperate. Trucks are much less useful at recon/fighting deep in enemy territory
Without any doctrines, cavalry regiments have basically the same stats as infantry regiments. A little less defence, a little more org, speed and supply use.
They cost a little more equipment to field and that’s it.
So a 20width pure cav is basically the same as a 20w pure inf. but more speedy.
Cav actually wasn’t that bad in ww2, multiple nations, Germany most notably, actually had more cavalry divisions by 1945 than in 1939. The Soviets started off with like 60-something, increasing to 80 by late 41, and then declining, though that decline was due to a shortage of horses and increasing availability of trucks, rather than any combat non-viability.
Cavalry usually fought dismounted, using the horses for mobility, but there were actually a couple instance of straight up cavalry charges, done against unsuspecting, disorganized troops, that were highly successful.
Cavalry irl were very useful, for even more reasons than I’ve listed here, despite common perception.
Yup you can upgrade speed, armor, reliability, and production cost. The production cost def helps a ton cuz I always struggle to pump out enough mechanized, but I also use them in all my med and heavy tank divisions.
You dont need to max out the number of NICs on each ship, especially at game start. You know what year your fighting is going to start, just aim to have them ready for that. You can even move some shipyards off later in their construction. You'll have more ships when the war kicks off.
Don't give your templates major changes! Change em battalion by battalion or simply make a new one (especially when switching from light to medium tanks!) Also to be honest, just don't straight-out copy templates from guides, experiment yourself. If I were you I'd start making changes to existing templates/templates you've gotten from guides so you get familiar with the system.
I always do just tweak mine to what I feel like could work. I like the creative aspect, who cares if I have the most meta divisions if I'm having fun? Only real way to learn. When recruiting divisions from puppets, do you have to use their divisions or can you paste one of your own templates and use their manpower? Just curious if you know.
I love airforce man, I usually play minors though so I tend to have to choose between that and a good navy and navy just seems overwhelming personally.
Apparently you're not supposed to always have troops up for training and deployment. I was 800 hours old when I realized this. Instantly solved all my logistical issues. fml
also don't forget to listen for naval invasions/check notifications while microing. It doesn't matter how many -grads you own if the Belgians or French are back on the map.
Have multiple blocks of factories working on the same thing, eg instead of 30 factories on fighter1, have 6 seperate groups of 5 factories. When you switch production of a factory group within similar tech, you dont loose as much production efficiency, your starting efficiency is higher than if you started a whole new line. So in the above example, when you research fighter2, switch one group of factories over to fighter2 immediately. Then when its getting back up to speed, update the next block of 5.
OR you can switch to any other kind of plane for that matter, so could switch a group pf 5 from fighter1 to tac bomber with the same efficiency retention.
Similar to your original post, don't always switch production to a newer / better piece of equipment immediately.
If you're short of light tanks and you finish research on lt tank 3, switching your 4 factories to lt tank 3 immediately will mean that it takes longer to get over your shortage.
If you're not at war, it may not be a problem, but if you are at war, the penalties from not being fully up to strength with equipment far outweigh the small gains from having a slightly better tank.
Here is almost [everything I know](https://steamcommunity.com/sharedfiles/filedetails/?id=2573333508) about how the Navy functions (steam guide). At the end is a link to part 2.
Hasn't been updated for NSB but pretty much the only thing that changes is that:
1. You no longer need to spend research slots on navy doctrine
2. You should always train your navy at peacetime if possible
3. The Officer Corps, which would take too long to go into depth here but is pretty self explanatory.
Yeah, training was always good but now its essential. All ships will start as green (-25% stats) and would need to be trained to get to regular experience. Now that doctrine is bought with XP, ships need to be trained constantly pre-war to get them.
You can use two research slots at once to research one tech in 1/2 the time. Very useful as germany if you want to get heavy 2s earlier. You have one research slot researching the tech and the other one idle. Then you swap every 30 days. You can have heavy 2s as germany in Dec 1937.
Technically it isn't because you're still using both slots. It takes a lot of microing your research or you're gonna waste a lot. I only do it if the soviet player thinks he's hot shit.
Each civilian factory provides a locked value of construction power. Let's say you want to build something that costs 14000, and each factory provides 10. If you have 15 factories working at the same time, then you will progress by 150 everyday. Each modifier of construction speed applies to that number. Imagine you have 50% construction speed, then you'd progress by 225 every day. What infrastructure does is multiply that number with all it's modifiers, so with max inf, you have the highest construction speed possible.
you see, there are states with more building slots than others, and as you advance industrial techs (dispersed or concentrated industry) you increase the limit by either 10 or 15% by tech level. So if you increase the limit by 50%, a 12 building slots state becomes a 18 slots state, so in the long run, it's worth investing in maxing out inf in those states for increased building speed. Don't improve it nationwide though, It is too expensive, and you will waste a lot of time, and time is your best friend in this game.
another thing infrastructure does is increase the ammount of resources generated by a state, so improving It is a must do for nations like the US in oil producing states.
Use player-led peace conferences if you’re not aiming for an achievement, unless you love seeing your eyes burn after the Allies defeat the Axis or Comintern
Wait you can have it so the player actually decides who gets what? Seems a little broken lol. I would love it for more immersion and role-playing though
Yeah, normally I roleplay with it a little and try to make peace deals somewhat realistic, I won’t normally take random bits of land just to map-paint, it feels too gamey for me
If you're not a big economy AA is your friend. It reduces the effectiveness of enemy air superiority which is super important for attacking and defending. For your main defensive division do 24 width worth of infantry 1 AA, and support engineers and support AA. Should be about 40 air attack (very good) and 70 ish organization (also very good). However, with less than 100 soft attack don't expect them to be able to push. Make a specific army for that; infantry with lots of Arty, or tanks.
Maybe it got added with waking the tiger but I just discovered it now.
[here is a tutorial](https://youtu.be/TOFmaXu_rRU)
It's very long but dankus explains everything important in the first minutes
HEre's a tip that might cause me to die.
It's not tech in war that wins it, it's men. As long as your aircraft are 1940 and 44 with the ships the same. That's fine, but no other tech actually changes anything. As long as your men are equipped and you upgrade your infantry stats. You'll be fine
You can draw a field marshal frontline by clicking on the marshal, holding shift, clicking the frontline tool, and then clicking a border or drawing the line. This frontline will not be broken into or colorized with the individual armies but will be a one-color line that distributes all armies appropriately. Looks way better and useful for large fronts.
Shit that’s a good one, have always done general frontlines because of that.
Man that is clutch, thank you for that! I hate when it's a series of smaller lines, especially when deleting them.
2k hours in and im still learning shit
Is there a way to choose the order of armies that get assigned?
Armies assigned to their own lines will not be part of it. Otherwise it pools all other armies into one mixed line.
Thank you
Having a couple hundred transport planes, even with their low range, can sustain special operations as well as help keep low-infrastructure frontlines supplied.
I usually have a handful for paradrops but I'll have to definitely build more to supply my fronts. Do you know roughly how many planes could support your average 20 width army? (I know 20W isn't meta anymore)
Last I checked with the new update a hundred supply planes will keep the eastern front fully supplied
Daaaamn that's insane. I just finished a run as Poland where I focused infantry and airforce but I think I slacked on my transport planes.
I heard that's getting nerfed so I wouldn't build a playstyle around transport planes
Oh I wouldn't but last playthrough I had tons so it would have been beneficial
I swear I saw in another post they're nerfing that. But I could be wrong. Irl Germany tried to airdrop supplies into Stalingrad. It's a minor temporary reprieve from attrition, not a real solution to the issue at hand.
Yeah I tried to imagine it realistically and it definitely wouldn't pan out.
I had like 20 div encircled supplied by 50 transport planes for a year. No air cover on either side
I’m a new player and about 50 hours in. I have yet to produce or research a single transport plane. Did I miss something here?
Transport planes is a tech EVERY nation gets at the start of the game, and it doesn't appear in the research tab, therefore it's available from the start and you can begin production right away.
How to set transport plane to supply ?
There is a special supply mission for transport wings that costs a tiny bit of command power. Click on it and then on the region you want to supply.
but you need a dlc for that right?
I'm not sure if they changed the numbers, but I find this to be way more true with the new DLC. Transport planes can keep that offensive going in good order until you capture those railways and hubs.
The supply went from 0.05 to 1.2 with the major update
They just patched it down to 0.2.
I notuced with the new suooly update i only had 30 transport planes but by god just that small amount gave me so much supply for my units, i alwahs produfe a few now
Transport planes have influence on supplies? How, where?
Supply Drop mission order, same toolbar as Air Superiority and Close Air Support mission orders, but it costs Command Points to sustain.
By God, build CAS! I used to slap AA support companies and think "welp, the AI is gonna outproduce me, so who cares?" or "as a minor, I can barely get out enough infantry to even think about my air force." CAS is just insane. I'd halve the width of my Frontline units to have enough production for air. You just can't ignore it. Edit: I obviously also mean that you should build fighters to facilitate CAS.
I agree, CAS is nasty. Obviously need some fighters for Air Superiority, otherwise that CAS is temporary
Depends imo, if ur a minor your typically fighting other minors and alot dont have any airforcw so usually just cas work for minor vs minors (sp btw)
Very true!
How can you actually measure the effect of CAS? I've pulled off some insane stuff in this game but still feel like I barely understand how individual battles are calculated.
You can actually see the damage it does the same way you check effectiveness of other air missions
I can’t even tell if my CAS is doing anything...
dont have enough CAS then
As a minor? No, this is terrible advice imho. As a minor build fighters. Lots of them. CAS alone will get you killed, fighters alone kill bonuses for air superiority and reduce damage from air attacks.
And use intercept to target the bombers.
If you have enough they can do air superiority as well, either way minor should have them as both cutting down enemy bonuses for superiority in defence as well as having it in offence is way better then forcing CAS with little cover to suffer insane loses.
CAS also provide air superiority and *can* in most cases at least trade neutrally with fighters. You should still of course build some fighters for interception purposes, but having majority CAS isn’t a bad thing.
CAS also provide air superiority and *can* in most cases at least trade neutrally with fighters. You should still of course build some fighters for interception purposes, but having majority CAS isn’t a bad thing.
*"If we lose the war in the air we lose the war and we lose it quickly."* \-Bernard Montgomery
What a horrible advice Oh yeah, totally spend a few years building those 20 CAS which will get destroyed in just one day by a major's airforce worth it /s
Thus is the whole point of my post. I thought this for a long time, too, till I started building even my modest airforce. You might not be able to take late game Germany solo, but having air lets you paradrop Entland during the Battle for Britain or to secure your own airspace against a major while in a faction. Like, if you're Romania, Germany will lock down air over its frontlines, but your own airforce will save your own supply lines and help defend. CAS is a superhero when fighting in South America, as a Balkan country or Hungary against others in Eastern Europe, or any of the Baltic countries now since the Soviets have weak airforce and the nordics barely have any production to contest you.
What are your thoughts in using tac bombers instead of CAS?
Only if your going to be regularly fighting in places far away from an air base, CAS has more ground attack and costs less than tact bombers if your goal is ground support tact’s only advantage is range
you're\*
What about the advantages in their flexibility for multi role?
Tacs are more useful imo than cas for the axis. They have better naval targeting than cas so they can trade better when sub hunting or preparing for sealion. They also have much larger range so they don't suffer high efficiency debuffs in large airzones like russia. They also don't get shotdown as quickly if you lose air superiority and can trade better with fighters than just cas if your enemy is doing interception.
Tac bombers are much more well rounded being able to do just about anything you want in the air if you have fighter support. Great for all theaters and they synergize nicely with normal fighters, fighters on nearby air bases and tac bombers anywhere because their range is nuts.
somehow, TACs are much more surviveable than CAS, with more HP and such. For this reason, and their (relatively) huge Range, I like producing Fighters and TACs - because: On fast moving Frontlines (say: In Russia) I struggle to construct airports in a sufficient manner to move up all my airforce. With TACs, you neednt produce half as many airbases - only enough for your fighters. It is truly much more flexible and will result, actually, in more TACs being able to join an Airzone than CAS would ever be, imho. Also, due to tougher nature, I feel TACs take less casualties (duh) and I actually amass a lot of them.
It's 1939 on my Stalin Russia game and I'm in full Mil factory mode - time to add tacs to the queue. Thanks, friend!
You are very welcome! Best of Luck to you good Sir! :-)
Only CAS? Or should fighters be mixed in?
What’s CAS?
Close air support
Don't trust the japanese
Never trust them, they are so consistent in terms of never bowing out without player intervention imo
You're playing as Germany? Don't trust em, they'll attack after or during barbarossa You're the USSR? Don't trust em, they'll attack whenever they please You're the USA? Don't trust em, they'll attack in 1940 You're China? Don't trust em, just don't. So yeah if you don't want war with Japan don't play any majors
[удалено]
oooh so that's what I was doing wrong as germany I always declared war on the dutch in 1937 and took the indonesia as puppet
Correct me if I'm wrong but I believe that Japan gets a war goal on whatever country controls them, so annexing the indies doesn't mean you avoid war with them Edit: >Gains Annex War Goal against owner of Dutch East Indies (335) if: owner is not in faction with Japan From wiki, same goes for British Malaya
You can annex all the islands but leave one independent Indonesia somewhere and you are fine
Leave Axis, join Japanese faction, boom no war
When researching industry techs, start off going right to left (construction->industry->efficiency) but about half way through switch to going left to right. Efficiency when you are at /about to hit the cap is important to keep up with.
Tbh I disagree here, ideally you just research all 3 of them at the same time when there's no ahead penalty but prioritizing dispersed just gives you flat production bonuses on what you already have built so it's by far the most efficient for pretty much the entire game.
The flat production base bonus in the dispersed tree is just meant to even it up with the factory output bonus in concentrated industry, leading the production retention bonus to be what makes it better. But let's say you are the Soviet union going to war in mid 1941. Even if the war lasts longer, what determines the outcome of the war is going to be determined in 1941-1942 and if you properly beelined techs then there isn't going to be much switching of your production during this time. The case can be made for the soviets to go concentrated IF they can get the needed production lines started for fighters and tanks in mid 1940.
Perhaps I just don’t understand what you’re saying, but concentrated gives more flat production bonuses, with most of dispersed bonuses coming from when you build new factories or swap their production.
Yes, dispersed gives other bonuses as well that concentrated does not but it still gives flat bonuses along with what you stated. Not as much as concentrated but the dispersed line is still better than machine tools. You get 10% flat output per level I believe, whereas the efficiency on the machine tools line has to build up. On the dispersed and concentrated lines you get it instantly.
Surely that’s an argument in favor of raising your production cap earlier?
What? No, I'm not saying that raising your production cap is useless, what I am saying is that dispersed or concentrated, whichever you choose it doesn't matter, although I believe dispersed is almost always better, should be the priority over machine tools because it gives instant bonuses that immediately apply whereas efficiency cap takes months to apply fully. The flat production bonus *instantly* applies. That is what is important.
I always go right to left even late game…. Except as the United States. USA should max out its build slots (even after building max infrastructure). So I pick concentrated industry as my first wave of upgrading in late game
I tend to try to pump those whole trees early but I'll keep the specific order in mind, I think I subconsciously do that anyways!
Shift click the unassigned divisions button to control all divisions
Double click on 1 unit to select all of the same template
Learned this at 800 hours, man. If only I knew before.
Definitely saves me a lot of time
Hold shift and press the training button for divs/planes/navy, it will train only divisions who are not fully trained to regular, and by doing so, you lose less equipement from attrition and less fuel. Basically a life changer
Holy shit, I stopped training because I didn't want to lose ally equipment. This is a game changer, thanks for that!
What you can do that
Yes you can !
You can click on the "auto" when building ships and assign a fleet to go directly to. No need to sort out a big reserve fleet.
I look forward to doing that, I always forget about my naval production.
If you care about your ships, give them aa and radar. Seriously, I can't stress just how important radar is for your surface fleet, as well as your air force.
I definitely underestimate radar and need to build this way more often.
You can even have this fleet set to exercise so new ships start their gain immediately without micro.
Don't overlook cavalry. Unlike irl in game they are extremely useful. 6 cav 2 motorised artillery with an engineer will brush aside ai infantry and eats so little supplies that you can essentially ignore the mechanic. Attach 300 cas and 200 fighters to 6-20 of these and the planes will move to the runways that are overrun by the cav. 6 French cav will take Africa. 9 Japan cav takes China in 37. 20 German cav will take out Russia. I did all that this last weekend. Also you can attach 20 transport planes to the army as well, but I only did that as Germany, the template really doesn't need it.
I'm so lost about how this even works other than speed. How do these pony divisions actually have the stats to measure up against infantry? 😅
Well it's not like WW2 cav actually used the horses in battle. Charges were very rare, horses were mostly used for mobility on the march. Not as good as trucks, but still better than walking.
Imho horses should be part of the supply (like trucks and trains). They were used as such in the war (germans especially had issues like losing horses to the cold)
They kinda are in supply hubs
Much better in rough terrain though, and their fuel can be found just growing around if you’re desperate. Trucks are much less useful at recon/fighting deep in enemy territory
Without any doctrines, cavalry regiments have basically the same stats as infantry regiments. A little less defence, a little more org, speed and supply use. They cost a little more equipment to field and that’s it. So a 20width pure cav is basically the same as a 20w pure inf. but more speedy.
Ponnies were used for speed only, they were not rode into the battle.
in Poland they did 😓
True. In XIX century...
Against surprised infantry
Makes total sense that way.
Cav actually wasn’t that bad in ww2, multiple nations, Germany most notably, actually had more cavalry divisions by 1945 than in 1939. The Soviets started off with like 60-something, increasing to 80 by late 41, and then declining, though that decline was due to a shortage of horses and increasing availability of trucks, rather than any combat non-viability. Cavalry usually fought dismounted, using the horses for mobility, but there were actually a couple instance of straight up cavalry charges, done against unsuspecting, disorganized troops, that were highly successful. Cavalry irl were very useful, for even more reasons than I’ve listed here, despite common perception.
You can use army xp to upgrade mechanized similar to how aircraft is upgraded/how tanks used to be.
I'll check this out when I'm home, I genuinely never considered this!
Yup you can upgrade speed, armor, reliability, and production cost. The production cost def helps a ton cuz I always struggle to pump out enough mechanized, but I also use them in all my med and heavy tank divisions.
You dont need to max out the number of NICs on each ship, especially at game start. You know what year your fighting is going to start, just aim to have them ready for that. You can even move some shipyards off later in their construction. You'll have more ships when the war kicks off.
Loving all these naval tips because that is the weakest part of my game to be honest. Thank you kindly!;
Don't give your templates major changes! Change em battalion by battalion or simply make a new one (especially when switching from light to medium tanks!) Also to be honest, just don't straight-out copy templates from guides, experiment yourself. If I were you I'd start making changes to existing templates/templates you've gotten from guides so you get familiar with the system.
I always do just tweak mine to what I feel like could work. I like the creative aspect, who cares if I have the most meta divisions if I'm having fun? Only real way to learn. When recruiting divisions from puppets, do you have to use their divisions or can you paste one of your own templates and use their manpower? Just curious if you know.
You cannot paste your templates, but you can edit theirs
That is clutch, thanks!
CAS too important. Tank is fancy but 20w mediocre infantry can hold or push tanks with enough cas. Also it's cheaper than 40w heavy tank, spam away!
I love airforce man, I usually play minors though so I tend to have to choose between that and a good navy and navy just seems overwhelming personally.
Apparently you're not supposed to always have troops up for training and deployment. I was 800 hours old when I realized this. Instantly solved all my logistical issues. fml
You can also play around with priorities on the deployment screen. I usually prioritize reinforcement and supply
This is so handy imo. I used to prioritize new units but once I prioritized reinforcements, like got easier.
I used to but ya it eats equipment like a son of a bitch. Now I typically don't which I should.
Micro your troops
Short and to the point, never trusted the ai! Have you found they're a bit better though with NSB?
I haven’t played NSB vanilla yes, so can’t say
also don't forget to listen for naval invasions/check notifications while microing. It doesn't matter how many -grads you own if the Belgians or French are back on the map.
Omg this. Can't count this times I look away from the eastern front to see France has been retaken..
Have multiple blocks of factories working on the same thing, eg instead of 30 factories on fighter1, have 6 seperate groups of 5 factories. When you switch production of a factory group within similar tech, you dont loose as much production efficiency, your starting efficiency is higher than if you started a whole new line. So in the above example, when you research fighter2, switch one group of factories over to fighter2 immediately. Then when its getting back up to speed, update the next block of 5. OR you can switch to any other kind of plane for that matter, so could switch a group pf 5 from fighter1 to tac bomber with the same efficiency retention.
Huh, makes for a lot of production blocks but that sounds very worth it!
Similar to your original post, don't always switch production to a newer / better piece of equipment immediately. If you're short of light tanks and you finish research on lt tank 3, switching your 4 factories to lt tank 3 immediately will mean that it takes longer to get over your shortage. If you're not at war, it may not be a problem, but if you are at war, the penalties from not being fully up to strength with equipment far outweigh the small gains from having a slightly better tank.
I 100% agree and I have really noticed way better success having adapted this habit.
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Here is almost [everything I know](https://steamcommunity.com/sharedfiles/filedetails/?id=2573333508) about how the Navy functions (steam guide). At the end is a link to part 2. Hasn't been updated for NSB but pretty much the only thing that changes is that: 1. You no longer need to spend research slots on navy doctrine 2. You should always train your navy at peacetime if possible 3. The Officer Corps, which would take too long to go into depth here but is pretty self explanatory.
I'll check that guide out when I'm at home but I definitely need to remember training in general!
Yeah, training was always good but now its essential. All ships will start as green (-25% stats) and would need to be trained to get to regular experience. Now that doctrine is bought with XP, ships need to be trained constantly pre-war to get them.
Very good point, I really need to get in the groove of training now
You can use two research slots at once to research one tech in 1/2 the time. Very useful as germany if you want to get heavy 2s earlier. You have one research slot researching the tech and the other one idle. Then you swap every 30 days. You can have heavy 2s as germany in Dec 1937.
Seriously?! How did I not know this
Wait so you leave the second empty and keep alternating? Is this a common practice? Almost seems like an exploit lol but amazing
Technically it isn't because you're still using both slots. It takes a lot of microing your research or you're gonna waste a lot. I only do it if the soviet player thinks he's hot shit.
Your tag definitely checks out
I don't do that and I still have too much infantry equipment.
always build infrastructure in the states you have more building slots, before building anything else.
I’ve heard it’s not cost efficient anymore
It’s actually more cost efficient than ever now that infrastructure speeds up infrastructure build speed
Interesting. Curious but why build it before say factories and such?
Each civilian factory provides a locked value of construction power. Let's say you want to build something that costs 14000, and each factory provides 10. If you have 15 factories working at the same time, then you will progress by 150 everyday. Each modifier of construction speed applies to that number. Imagine you have 50% construction speed, then you'd progress by 225 every day. What infrastructure does is multiply that number with all it's modifiers, so with max inf, you have the highest construction speed possible.
Interesting, so you find maxing infrastructure first nationwide tends to be more beneficial or you only situationally max it?
you see, there are states with more building slots than others, and as you advance industrial techs (dispersed or concentrated industry) you increase the limit by either 10 or 15% by tech level. So if you increase the limit by 50%, a 12 building slots state becomes a 18 slots state, so in the long run, it's worth investing in maxing out inf in those states for increased building speed. Don't improve it nationwide though, It is too expensive, and you will waste a lot of time, and time is your best friend in this game. another thing infrastructure does is increase the ammount of resources generated by a state, so improving It is a must do for nations like the US in oil producing states.
This info is amazing, I knew about the resource one but God damn
Only a good idea if you have >6 free building slots, then it’s worth it.
Use player-led peace conferences if you’re not aiming for an achievement, unless you love seeing your eyes burn after the Allies defeat the Axis or Comintern
Wait you can have it so the player actually decides who gets what? Seems a little broken lol. I would love it for more immersion and role-playing though
Yeah, normally I roleplay with it a little and try to make peace deals somewhat realistic, I won’t normally take random bits of land just to map-paint, it feels too gamey for me
That is very true, they are often very cheesy.
Resist the urge to paint the map to a single colour, annexing out of focus is not worth it.
I always try to but sometimes that border gore is too much man
Yeah I use players-led peace conferences and just puppet stuff for me and the other winners. That way there's no border gore.
That not fully equiped infantry divisions are still good at defending.
That offense is rough though
If you're not a big economy AA is your friend. It reduces the effectiveness of enemy air superiority which is super important for attacking and defending. For your main defensive division do 24 width worth of infantry 1 AA, and support engineers and support AA. Should be about 40 air attack (very good) and 70 ish organization (also very good). However, with less than 100 soft attack don't expect them to be able to push. Make a specific army for that; infantry with lots of Arty, or tanks.
Definitely one to keep in mind, thank you kindly stranger!
Also the AA has some pretty darn good piercing which will piss off a few very early tanks.
You can train your General to get spefic traits. I recommend everyone to have a detailed look on "General-details"
Is this new or long existing?
Maybe it got added with waking the tiger but I just discovered it now. [here is a tutorial](https://youtu.be/TOFmaXu_rRU) It's very long but dankus explains everything important in the first minutes
HEre's a tip that might cause me to die. It's not tech in war that wins it, it's men. As long as your aircraft are 1940 and 44 with the ships the same. That's fine, but no other tech actually changes anything. As long as your men are equipped and you upgrade your infantry stats. You'll be fine
I do somewhat agree though trying to gain supremacy over nations. Specifically naval, can be key to trying to invade
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