![]() Keen readers probably noticed that combat is not listed above as a major factor affecting organization. The number of divisions in your spearhead also interacts with supply/fuel issues. In other words it doubles your max org cache and org regain stat. This halves the org impact on each division. How many divisions you have in each spearhead: If there are 2 tank divisions in your spearhead, they can take turns seizing territories.This also interacts with the average size of provinces in the area you're working in (bigger average province size = org is less of a factor). Smaller encirclements can rely on your cache of max org more reliably. How big of encirclements you're chasing: Bigger encirclements will be more of a test of your equilibrium org.For example, if you were to drop paratroopers in every other province along your spearhead route, your tanks will need to seize half as many provinces as they would normally. How much organization the division actually loses when it takes land: Doctrines like Deep Battle can reduce it, as can other tactical considerations.The faster the division, the more consideration you need to give to organization. There's a world of difference between a '39 8 km/hr medium tank division and a 16.8 km/hr engine 5 light tank division. Your tank division's speed: You obviously want this as high as possible, but the quicker your division is, the quicker it will take land and deplete its org.This is the primary determinant for org equilibrium in larger encirclements. Organization regain: Very underrated in these types of discussions.Having more gives you a bigger cache before you hit the 50% threshhold. The division's flat max organization: The obvious.Hence, the optimal org of your tank divisions should be balanced around the following concerns: ![]() Breakout divisions suffer the vast majority of their org loss from taking enemy land, which gives (I believe) a flat -2 org hit per province to the division that captured the enemy territory. The speed penalty starts when your divisions hit less than 50% organization, and gets worse the closer to 0 you get. If your going mobile warfare right tree having light SPA in some infantry units is not a bad idea, and you can convert light tanks into light SPA.Īssuming your tank division is a proper speed-oriented breakout unit built for securing encirclements and not a mixed inf/tank steamroller division, your primary concern for org is whether you're suffering a sizeable speed penalty from it. One thing they could do is make a unit with light tanks have bonuses to recon, but it is no big deal. Light tanks did have a role to play in the entire war but Hearts of Iron 4 being a grand strategy game cannot accurately reflect that which I do not mind. Not only will the light tanks die in droves, but they will fight will none of the organisation combat mechanics bonuses that armour gets. Avoid light tanks if the enemy will have armour or anti-tank.Having armour the enemy cannot penetrate means everything when it comes to their organisation performance in combat. ![]()
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