Because this piece of the game designed to wast your time lol, like, you don't do anything in the start of the game, and by the '41 game becomes slow as shit
@@замучалигачимученикаErm actually at the start of the game you can do the following: Complete national focuses, build industry, build divisions, engage in diplomacy, build an intellegence agency, set up positions of your divions, make guns, artillery and support equipment, and other stuff to help your army. You could also build different types of planes, naval ships and tanks. And finally, you could also sell and buy guns on the international market (if you have the DLC).
artillery is not truly useless, adding some artillery to your infantry will significantrly increase their soft attack since only infantry has shit soft attack and more soft attack means more org damage to the enemy and more casualties for the enemy, even a single battalion of artillery can make a huge difference
I think this could easily be fixed by making art have 2 combat width. It would fill it's intended purpose of making infantry divisions more expensive but more effective
Hell, imagine making a detailed WW2 strategy game and then have to wait 8 FUCKING YEARS for them to make Nuclear bombs actually be weapons of mass destruction.
Already knew all of that, besides orgwall. But the PRESENTATION is what really matters. Your animations make information a lot more understandable. Great content!
In my 2.3k hours I have learned: Both soft attack and breakthrough are important but soft attack is more important. 300 soft attack with 70 breakthrough will defeat a defending division with 300 defense and 70 soft attack. That said Opposite can be true for attacking but Infantry will always lack breakthrough. So basically, for infantry, it's better to decimate the line with artillery instead of trying to push through. I dont know if this is exactly true but this has worked over 90% of my singleplayer games (In multi games CAS decimates you anyway so whoever wins in air wins in ground)
Yeah, air is what decides a lot and AA never gonna reduce those debuffs and damage dealt to your divisions. I don't advice to push with infantry without artillery, that's some WW1 stuff. I always prefer doing tanks rather than adding line artillery to my infantry, even in singleplayer, that gives some sort of joy too. Still thinking that those production that goes to line infantry may go to air for example, to CAS enemy to death. Not even talking about making space marines that gonna be 10 times better than any infantry with artillery, but I see space marines as kinda cheesing so I don't consider them. I agree with your thoughts though, pushing with artillery is still better than without in case of infantry, especially at minors and early game.
@@MeinLetterjust superior firepower + support art + support rocket art, 9 line inf. 200 soft attack at end of doctrine, 66 org! 18wdth, or you could do less line inf but yea thats op
Infantry with support stuff can achieve many thousands of soft attack. In mp, this would only be relevant to surprise action or naval invasion, because a human will counterattack them with high hardness stuff and nullify it. In SP, putting 5000+ soft attacks on a province will move the enemy reliably, and inf divs can do that easily enough. Casualties aren't bad because they win a dps race...x4 damage isn't too scary when you win combat in 6 hours and pocket them. Line artillery sucks, which is unfortunate given how important it was to the real war. Breakthrough values on stuff with indirect fire are unrealistically scuffed. Makes superstructure and arty junk compared to history, but that's the game we have. There is also no equivalent to zis-3, despite over 100,000 produced.
Space marine is the new 7/2 for me. I used to use artillery very often and preach the 7/2 and artillery supremacy. That was till 2022 when i slowly move away from arty and release how significantly better i performance in combat using just infantry and tank. Even pure infantry outperformed artillery division in combat. My production queues suddenly feel alot freer now that i don't have to replenish the insanely expensive resupply cost of artillery. Artillery is a insane noob trap that a good chunk of player fell into habit of using because it easy and (if it work, it probably good) type of mentality. Line artillery is a waste of resource relative to other type of stats in hoi4, learning to play without it will help you focus on production of other unit which will boost your army efficiency significantly . More factory mean more tank and plane which play a bigger role in turning the tide of war then artillery ever does.
@@officechairpotato They may become decent enough, especially on special terrains. But you get good bonuses for artillery from researches in late game, when you already have air and probably tanks.
Eh, i will argue for arty SMs all day long. For lots of achievement runs you’re so limited in manpower, have no research slots to get good tanks or air, and need soft attack from somewhere. Arty + SPAA covers it all
I've been stuck in the 20 width 9 inf 2 art meta for so long I didn't even know the combat stats anymore How in the skibidi don't you have more subscribers
There are some videos on youtube abaut most cost efficient marine tank template, comparison of all tank types with all arrangements. FeedBack did one, you may check. I don't really use them cause I consider them as cheesing.
@@ddesmarais7251what i saw medium AA tank with cheap stuff on it is the best for Space Marine because high Hard attack and good breakthrough and soft attack because it's AA so it can also decimate infantry
YOU ARE A GREAT LEGEND! I have around 1500h in hoi4 but I still learned MANY things. This was easy to comprehend and even fun to watch! Absolute masterpiece. GREAT WORK
This is why I always rush advanced medium tanks with medium cannons II the insane breakthrough you can get on a single tank division of just 20 width is absurd let alone 30+
Artillery is generally bad in hoi4. Without it (line artillery), infantry is better, you get more potential soft attack and breakthrough, than with, so you literally turn infantry into tanks.
High org on infantry is actually a bad thing. If you have high org, but the division is otherwise weak, all it means is that they'll spend more time in combat getting shredded, costing you more equipment and manpower, and still lose in the end. This is why mobile warfare infantry is the worst.
@@Ilya18 yep so many guides is org is the most importent stat. its not. like I designed a div that had like 5 org (as low as it could go) here was the thing I had 3-4 of thoes div the rest was infantry whit artilery. or motorized div or normal tank div or mororized tank div and so on. the 3-4 5 org div. hit the front drove to the enemy shot and left (did a suppringly amount of damage took no casulties because they was never in combat long enouth to lose enouth HP to start to lose stuff sure they could only fight for 5 min each day but that was okey because I had infantry and other div covering there reatret. in fact if you have several smaller div (as long as they dont get instantly glased) and you have an option give them more HP and damage resistance or more org. HP+resitance is better (presuming the extra HP is not coming from infantry). the problem in hoi4 is that player only make 1-2 div at most + what ever they start whit maybe a garrison div and maybe a MP div.
small groups of line artillery when put as a supporting attack force for large tank pushes into org walls in MP is actually pretty good, they apply a ton of soft damage and generally pull out without much lost lol
In mp you don't need supporting soft damage near your tanks, you need supporting hard attack cause after org wall there will be enemy tanks waiting for you, and your artillery won't be able to do much against them.
Hello there, I'm a bit late to the comment section, but I found the video quite easy to follow, I've been playing this game for quite a long time now and the vast majority of the information in this video is excellent and accurate, however there are a few things I'd like to note on the advanced side of things. 1. Combat Width The combat width you mentioned being the best for infantry is 14/16/18, this is slightly inaccurate, across all terrains and additional attack vectors the best combat width to use is 15 followed by 14 and then 18 as 16 width divisions suffer significantly in marshlands and relatively poorly in plains while performing well in forests and excellently in urban. For tanks the best combat width is quite broad, in the video you mentioned 30/35/36, which by all extents are the best options by far, although they do suffer greatly in marshlands as well. I specifically mention marsh tiles as the preliminary defensive positions of the eastern front generally revolve around marsh tiles, which most players will fail to break when playing germany, so special divisions may be recommended at the specific combat widths of 10/11, 25/26/27 or flat 50 width for an amphib tank push. 2. Breakthrough Whilst breakthrough is highly important it's usfulness caps out at around 500-600, after that the division may lose out on too much soft and hard attack to be useful and will suffer in combat, however if the goal itself is indeed to grind down the enemy in long tank battles going beyond 500-600 can be a good idea. 3. Organisation Organisation always needs to be above 30 at minimum for tanks, lower will nearly always cause your division to retreat from combat far too quickly. For infantry (with full doctrine researched) it is best to keep it above 50-60 on the eastern front and ~40 for the african, western european and pacific theatres. Hopefully some of this information will be useful to you for the future.
To achieve 15w you have to put either line artillery or AT, which is kinda specific use. 15w performs similar in terms of penalties to 14 or 16, but 14 is overall is the best on terms of damage dealt/damage taken (tested against tanks). Marshes are one of rarest terrains in the game, you can see it only in Baltics little bit and Belarus and haven't seen anybody who makes special divisions for them, for now at least. 18 performs good enough in plains, which is the most vulnerable terrain. At the end it's personal preference, all of them kinda decent. On everything else I agree with you, thanks for feedback.
@@MeinLetter In fairness to your feedback I will acknowledge that you make several good points on the combat width. I personally play the USSR the most and having very cheap infantry that can penetrate tanks (15 width, 7 Inf/1 AT) . On the topic of marshes it's just from experience with helping others in single player and in competitive/partially casual multiplayer. And as a final note I do have a relatively large sheet showing a weighted average of how well different combat widths perform on different terrains so if you ever need it I can send it to you for future reference if you make another video like this. Thank you for your time
@@Operator_Stal A have a sheet of terrain penalties of many widths writed on a paper too :D At the time I researched there were too many contradicting information on this so I tested myself. Would like to see your sheet too though
On terms of land combat Götterdamerung adds a bunch of support companies so it doesn't really changes the stuff I said. Gonna try to release dlc vid as quick as possible too
@@MeinLetterI don’t know how helpful it is but from my early testing, I did a 25 width mountaineers with 3 line arty, rest being mountaineers. Added rangers, anti air support, support arty, engineers, so a pretty typical mountaineer division. The real game changer of the new DLC is the super heavy support arty. It added almost 100 extra soft attack. The balance is supposed to be in their cost to produce, but you can slap two production lines on super heavy arty and comfortably arm 24 divisions with a decent stockpile in reserve so long as you don’t burn them in shit supply regions. May be worth a mention, I feel like super heavy arty will be the meta until it gets patched to be a harsher production cost. As far as I’m concerned, it’s the most meta of the newly added things.
@ye1451 How you got 100 soft attack super heavy howitzer? As I see the default value is 35. Also howitzer doesn't get the bonuses support artillery does, as I concluded so far. Self propelled gets some of bonuses, but not all of them.
@@MeinLetter Yeah, it seems like the biggest practical change comes down to Helicopters eventually becoming souped up versions of Field Hospital, Recon, and Logistics companies. Very nice, but it doesn't impact how the lines are made too much
2:47 what are the supposed differences between the three values; is it just a range or should i go for particular for certain countries/attdef. this video taught me wayyy more than trying to read the wiki formulas love it love it love it
As with most hoi4 tips and guides, this one ignores HP except for that bit where you showed smaller divisions have higher losses but again you did not explain why. HP is an underrated stat, whilst org is overvalued. This kind of guide is partly why it is so. Also, whilst combat stats are the most important ones, people also tend to overlook or underrate other stats like supply use, org recovery, reinforce rate, and initiative. In other words, most hoi players think only of tactical considerations and very rarely, it at all, operational art. It's why we see so much people complaining why their 35 width tanks they saw online can't seem to push.
I thought of including HP but decided to stay little bit more simple. It would be better of course if I stated that smaller divisions get higher HP damage relative to their size thus combined giving you greater loses, but it's just simplifies into that smaller divisions get bigger loses. I haven't seen yet people who really pay attention to HP while making divisions, it rarely even goes to zero, especially compared to org. Initiative is kinda overrated stat, in combat itself it gives that targeting bonus, which is not really that impacting your battle, as I covered. In reinforcing it's OK stat if you're spamming with infantry but going further than radio research and putting signal company is useless in most of the cases. So no one really cares about initiative cause of that. About other underrated stats I agree on you.
@@MeinLetter In a saturated enough front, as in there are more divisions than the tile width, HP and Production cost efficiency (i.e., HP/Cost to combat stat ratio) will start to matter more since pushing means losses. If you prioritize combat stats you will push harder and faster but lose more due to fewer HP. You can literally bleed the enemy dry with an appropriate division template to counter enemy push. This hardly matters in single player but it's funny to catch an over-eager noob in mp off guard.
@@yt_geezuz785 You are right, while org seems to be important, in fact, it is product of HP, and the real important stat (for org) is org recovery rate, since it is based on % of total amount of org/hour! And reinforce rate is crucial while pushing/defending in mountains/marshes, while people also overlook optimal combat width.
3:12 So how did you get that much Breaktrough? Did you just change all of the cars to tanks in that division? 4:25 And same here. Did you put just one guy in the division on the top example? I just bought HOI4 few days ago and still struggling. This whole system seems very complicated, but your video actually made the basics much more clear for me, thanks. It also explains why my infantry divisions did better job than tanks divisions.
For the 3:12 I just changed the tank design, just changed turret type. I did nothing to actual division template. For 4:25, yes. At the top is template with a singular battalion of infantry.
@@dakromexv Here is the answer: For the 3:12 I just changed the tank design, just changed turret type. I did nothing to actual division template. For 4:25, yes. At the top is template with a singular battalion of infantry.
Congrats, you just made the first actually useful tutorial about divisions since the games history. More people should realize that the numbers are almost useless and just condense the information
What a good video, TH-cam recommended your channel to me and I loved how you explain it, can you make a video about templates And what to put in the tanks?
That's pretty much straightforward, so I don't think that I will do template and design guides in a separate video. If you want any advices, you may ask though
I agree with some aspects of the video but one thing I wish you included was that you can do the same combat widths 30,35,36 for artillery /infantry and make some meaty arty divisions. Good for nations without the means to make tanks
Without any means to do tanks, yeah, they are ok to quickly break the frontline, especially if they made of special forces. Not as efficient as tanks but an option for an infantry play. But doesn't work for mp unfortunately.
yep, it's true. regarding single player, pure infantry for defense/offense, with support artillery, AA and engineers 20 width, the attacking divisions maybe 6 medium armored divisions of 35 width will smash anything. be sure to invest in armor and breakthrough, so they can be unpierceable and be able to smash thru anything. high soft attack and high speed are preferable and dont be afraid to lose reliability - anything over 40% will suffice, as production will restore losses and you have a limited number of tank divisions.
@@PentaKillMedia Problem in the hoi4 now is that tanks deal way too much damage. At least compared to artillery. Interesting fact: German tank division was superior because they had an artillery regiment and a lot of infantry. Something like a tank regiment + infantry regiment+ artillery regiment. In addition Ukrainian mecanized brigade have 3 mecanized battalions and 3 artillery battalions.
i just learned more in 5 minutes than i have in 1200 hours
Because this piece of the game designed to wast your time lol, like, you don't do anything in the start of the game, and by the '41 game becomes slow as shit
@@замучалигачимученикаErm actually at the start of the game you can do the following: Complete national focuses, build industry, build divisions, engage in diplomacy, build an intellegence agency, set up positions of your divions, make guns, artillery and support equipment, and other stuff to help your army. You could also build different types of planes, naval ships and tanks. And finally, you could also sell and buy guns on the international market (if you have the DLC).
@@PlatinumGaming67 🤓☝
800 vaporized
@@qu3stionm4rk I'm simply stating facts to tell this user about all the possibilities of the early game
Leave it to Paradox to make an insanely detailed war simulator where artillery are basically useless.
artillery is not truly useless, adding some artillery to your infantry will significantrly increase their soft attack since only infantry has shit soft attack and more soft attack means more org damage to the enemy and more casualties for the enemy, even a single battalion of artillery can make a huge difference
@@xristoskoumpourlis1614 Artillery is good early game when infantry armament sucks
I think this could easily be fixed by making art have 2 combat width. It would fill it's intended purpose of making infantry divisions more expensive but more effective
Hell, imagine making a detailed WW2 strategy game and then have to wait 8 FUCKING YEARS for them to make Nuclear bombs actually be weapons of mass destruction.
They really need to buff it considering arty is the big dog of the battlefield.
Thanks. Now i finaly know for what Breakthrough is.
Amazing, now do navy....
Maybe one day, in the long future
Light atack is king remember that
@@MeinLetter To be honest I don't expect anyone to know how to make understanding navy simple...
Mission impossible
More aviation
First ever useful tutorial for HOI4 that isn't 3 hours long.
that music gave me sudden gta san andreas nostalgia
Depeche Mode - Personal Jesus
Same.
gta san andreas? lmao how fucking old are you 😂😂😂😂
Name song please?
@@jhonvonrommel512 Depeche Mode - Personal Jesus
Probably some of the best production value I've seen for a HoI Guide, nice work.
You just crushed all the artillery spammers dreams who put at least 3 artilleries in their templates with art support.
Bro called me out with my 9/3 Inf huh
Try 5 :)
Already knew all of that, besides orgwall. But the PRESENTATION is what really matters. Your animations make information a lot more understandable. Great content!
Nah not really tbh
In my 2.3k hours I have learned: Both soft attack and breakthrough are important but soft attack is more important. 300 soft attack with 70 breakthrough will defeat a defending division with 300 defense and 70 soft attack. That said Opposite can be true for attacking but Infantry will always lack breakthrough. So basically, for infantry, it's better to decimate the line with artillery instead of trying to push through. I dont know if this is exactly true but this has worked over 90% of my singleplayer games (In multi games CAS decimates you anyway so whoever wins in air wins in ground)
Yeah, air is what decides a lot and AA never gonna reduce those debuffs and damage dealt to your divisions. I don't advice to push with infantry without artillery, that's some WW1 stuff. I always prefer doing tanks rather than adding line artillery to my infantry, even in singleplayer, that gives some sort of joy too. Still thinking that those production that goes to line infantry may go to air for example, to CAS enemy to death. Not even talking about making space marines that gonna be 10 times better than any infantry with artillery, but I see space marines as kinda cheesing so I don't consider them. I agree with your thoughts though, pushing with artillery is still better than without in case of infantry, especially at minors and early game.
Vs ai soft attack is king.
You dont really need hard attack at all vs ai as they barely build tanks, and even when they do they build shitty tanks.
@@MeinLetterjust superior firepower + support art + support rocket art, 9 line inf. 200 soft attack at end of doctrine, 66 org! 18wdth, or you could do less line inf but yea thats op
Infantry with support stuff can achieve many thousands of soft attack. In mp, this would only be relevant to surprise action or naval invasion, because a human will counterattack them with high hardness stuff and nullify it.
In SP, putting 5000+ soft attacks on a province will move the enemy reliably, and inf divs can do that easily enough. Casualties aren't bad because they win a dps race...x4 damage isn't too scary when you win combat in 6 hours and pocket them.
Line artillery sucks, which is unfortunate given how important it was to the real war. Breakthrough values on stuff with indirect fire are unrealistically scuffed. Makes superstructure and arty junk compared to history, but that's the game we have.
There is also no equivalent to zis-3, despite over 100,000 produced.
@@MeinLetterCan you do tank templates please🙏🏾🙏🏾 in production
Dude I genuinely didn't expect to learn anything after hunderds of hours
I was humbled today
Same I have about 8000 hours and I learned a bit too.
How tf do you have 8k hours do you not have a job or smth?@@bigvinnie3
incredibly well put together for a channel of your size! Your gonna be big someday
Me the artillery that flattens the earth enjoyer - and I took that personally.
The judgement day, when artillery enjoyers confronted with tank fans
@@MeinLetter I don't hear ya! My anti-tanks are too loud!
Funny how artillery isn't useful in game, yet is arguably the most crucial in the biggest modern war we live through.
Line Artillery isn't useful, Artillery battalions attached to your other units are clutch.
@@Jo-Heike you mean as support not extra unit?
hoi is not realistic
Someone finally understand artillery is useless, faith in humanity restored.
@@tuub1281 btw bitter steel uses them
Space marine is the new 7/2 for me.
I used to use artillery very often and preach the 7/2 and artillery supremacy. That was till 2022 when i slowly move away from arty and release how significantly better i performance in combat using just infantry and tank. Even pure infantry outperformed artillery division in combat. My production queues suddenly feel alot freer now that i don't have to replenish the insanely expensive resupply cost of artillery.
Artillery is a insane noob trap that a good chunk of player fell into habit of using because it easy and (if it work, it probably good) type of mentality. Line artillery is a waste of resource relative to other type of stats in hoi4, learning to play without it will help you focus on production of other unit which will boost your army efficiency significantly . More factory mean more tank and plane which play a bigger role in turning the tide of war then artillery ever does.
Exactly! Though I think space marines are little bit cheesing in singleplayer cause how op they are.
@@MeinLetter pov: light tank paratrooper divisions
@@MeinLetter Mountaineer special forces with artillery are pretty insane at higher widths too.
@@officechairpotato They may become decent enough, especially on special terrains. But you get good bonuses for artillery from researches in late game, when you already have air and probably tanks.
Eh, i will argue for arty SMs all day long. For lots of achievement runs you’re so limited in manpower, have no research slots to get good tanks or air, and need soft attack from somewhere. Arty + SPAA covers it all
I've been stuck in the 20 width 9 inf 2 art meta for so long I didn't even know the combat stats anymore
How in the skibidi don't you have more subscribers
7 inf 1 tank, has been the best space marine division, everything else devote to air, maybe a few tank divisions for MP.
! What kind of tank do you put in? I'm assuming mediums, but if lights work I'd wana know
There are some videos on youtube abaut most cost efficient marine tank template, comparison of all tank types with all arrangements. FeedBack did one, you may check. I don't really use them cause I consider them as cheesing.
@@ddesmarais7251what i saw medium AA tank with cheap stuff on it is the best for Space Marine because high Hard attack and good breakthrough and soft attack because it's AA so it can also decimate infantry
You forgot about the Anti-air, now that's peak gaming.
Good video. I actually understood more here, like I NEVER new just exactly how attacking/defending worked.
I learned more in this 5 minutes than in my 1700 hours of playtime
9 years later. Nobody still knows how this game works, bu every everybody still plays.
YOU ARE A GREAT LEGEND! I have around 1500h in hoi4 but I still learned MANY things. This was easy to comprehend and even fun to watch! Absolute masterpiece. GREAT WORK
Having personal Jesus in the back round just makes the video 10 times better, earned a sub
i will be interested if you upload more of these tutorials, really helpful
400 hours and still fugging eyeballed all devisions.
best video explaining this mechanics, which I could never understand. TOP! ❤
Great video, you managed summarized how land combat works pretty well in a short and engaging video. Nice one!
This video is high quality, informative, AND peak, you deserve more subscribers!
In my almost 4k hours the think i learned: 100k fighters and 10k cas is all i need
I prefer quality rather than quantity
@morkegamer well, 10 jet fighters are not winnings against 2k fighter 3
This is one of the best videos about HOI4 mechanics, I think I have ever seen, good job with the animation bro, keep it up.
"Org walling" is Mass Wave attacks in reverse lmao
i require more of your videos to watch while eating
That representation of Germany is truly a cheeky way to circumvent TH-cam's draconian censorship policies.
Was looking to get back into hoi after a very long break. This actually helps a ton.
This is a great video. I hope you continue this animated series.
This is why I always rush advanced medium tanks with medium cannons II the insane breakthrough you can get on a single tank division of just 20 width is absurd let alone 30+
Daaang actually crazy good Video! Gonna recommend this to my friends. This is actually the most usefull guide ive ever seen on hoi4
I'm surprised how good the video editing and information is for a small channel, keep up the good work my man!
Thanks to reafirm my posture against meta gamings
wow, great lesson. wonder how i havent seen/heard this truth before
Glad that helped you
Hey man, amazing video. Couldn't have been more on point.
I think you should have mentioned, how cas basically bypasses Defense and breakthrough values
I wanted to touch aviation a bit but haven't gotten any time left so stayed only on land combat
Artillery is generally bad in hoi4. Without it (line artillery), infantry is better, you get more potential soft attack and breakthrough, than with, so you literally turn infantry into tanks.
That's fantastic! Well made brother.
bro da hakenkreuz youtube logo politiball is CRAZY. anyway great video, i have 1,400 hours in this game and im still bad at it
Even after 6.7k hrs in singleplayer I'm still learning new things. Dope. Or as they say you learn something new everyday.
Animating things really make things easier to understand! Liked
every hoi4 guide should look like this, please keep making them 😭
I like the fact that it's pretty straightforward, hoping for more to possibly learn👍🏻
Wow, this video is amazing! The combat was explained very easily in this video, thanks!
Joyfully concise, clear, communicated. A+ Make more.
this is actually super helpful wtf thank you
Immediately subscribed. Good content, hope the afters are too.
Well, at least now we know which unit to beg paradox to buff
ngl your channel is really high quality. Id love to see it grow
TL;DR
Infantry:
The higher org, the better.
Armored:
The higher breakthough the better.
High org on infantry is actually a bad thing. If you have high org, but the division is otherwise weak, all it means is that they'll spend more time in combat getting shredded, costing you more equipment and manpower, and still lose in the end. This is why mobile warfare infantry is the worst.
@@Ilya18 yep so many guides is org is the most importent stat. its not.
like I designed a div that had like 5 org (as low as it could go) here was the thing I had 3-4 of thoes div the rest was infantry whit artilery. or motorized div or normal tank div or mororized tank div and so on.
the 3-4 5 org div. hit the front drove to the enemy shot and left (did a suppringly amount of damage took no casulties because they was never in combat long enouth to lose enouth HP to start to lose stuff sure they could only fight for 5 min each day but that was okey because I had infantry and other div covering there reatret.
in fact if you have several smaller div (as long as they dont get instantly glased) and you have an option give them more HP and damage resistance or more org.
HP+resitance is better (presuming the extra HP is not coming from infantry).
the problem in hoi4 is that player only make 1-2 div at most + what ever they start whit maybe a garrison div and maybe a MP div.
small groups of line artillery when put as a supporting attack force for large tank pushes into org walls in MP is actually pretty good, they apply a ton of soft damage and generally pull out without much lost lol
In mp you don't need supporting soft damage near your tanks, you need supporting hard attack cause after org wall there will be enemy tanks waiting for you, and your artillery won't be able to do much against them.
Haven't even watched yet, just upvoted and subscribed. You're doing Astolfo's worth with this ❤️
I thought it will be your typical hoi4 meme just to make you laugh but this shit is actually very informative! Keep it up 👍
First time I understood a hoi4 guide
According to this video i need to get the division stats high, and the division itself high.
Hello there, I'm a bit late to the comment section, but I found the video quite easy to follow,
I've been playing this game for quite a long time now and the vast majority of the information in this video is excellent and accurate, however there are a few things I'd like to note on the advanced side of things.
1. Combat Width
The combat width you mentioned being the best for infantry is 14/16/18, this is slightly inaccurate, across all terrains and additional attack vectors the best combat width to use is 15 followed by 14 and then 18 as 16 width divisions suffer significantly in marshlands and relatively poorly in plains while performing well in forests and excellently in urban.
For tanks the best combat width is quite broad, in the video you mentioned 30/35/36, which by all extents are the best options by far, although they do suffer greatly in marshlands as well.
I specifically mention marsh tiles as the preliminary defensive positions of the eastern front generally revolve around marsh tiles, which most players will fail to break when playing germany, so special divisions may be recommended at the specific combat widths of 10/11, 25/26/27 or flat 50 width for an amphib tank push.
2. Breakthrough
Whilst breakthrough is highly important it's usfulness caps out at around 500-600, after that the division may lose out on too much soft and hard attack to be useful and will suffer in combat, however if the goal itself is indeed to grind down the enemy in long tank battles going beyond 500-600 can be a good idea.
3. Organisation
Organisation always needs to be above 30 at minimum for tanks, lower will nearly always cause your division to retreat from combat far too quickly. For infantry (with full doctrine researched) it is best to keep it above 50-60 on the eastern front and ~40 for the african, western european and pacific theatres.
Hopefully some of this information will be useful to you for the future.
To achieve 15w you have to put either line artillery or AT, which is kinda specific use. 15w performs similar in terms of penalties to 14 or 16, but 14 is overall is the best on terms of damage dealt/damage taken (tested against tanks). Marshes are one of rarest terrains in the game, you can see it only in Baltics little bit and Belarus and haven't seen anybody who makes special divisions for them, for now at least. 18 performs good enough in plains, which is the most vulnerable terrain. At the end it's personal preference, all of them kinda decent.
On everything else I agree with you, thanks for feedback.
@@MeinLetter In fairness to your feedback I will acknowledge that you make several good points on the combat width.
I personally play the USSR the most and having very cheap infantry that can penetrate tanks (15 width, 7 Inf/1 AT) .
On the topic of marshes it's just from experience with helping others in single player and in competitive/partially casual multiplayer.
And as a final note I do have a relatively large sheet showing a weighted average of how well different combat widths perform on different terrains so if you ever need it I can send it to you for future reference if you make another video like this.
Thank you for your time
@@Operator_Stal A have a sheet of terrain penalties of many widths writed on a paper too :D
At the time I researched there were too many contradicting information on this so I tested myself.
Would like to see your sheet too though
Your own
Personal
Jesus
I understand much more now, new sub! U should have 1M subs :)
Thanks bro, i gonna applicate this in my game
Depeche mode in the background is class
Let’s get this guy up.
this is aged like milk (götterdamerung coming tomorrow, but still good video thanks!)
On terms of land combat Götterdamerung adds a bunch of support companies so it doesn't really changes the stuff I said. Gonna try to release dlc vid as quick as possible too
@@MeinLetterI don’t know how helpful it is but from my early testing, I did a 25 width mountaineers with 3 line arty, rest being mountaineers. Added rangers, anti air support, support arty, engineers, so a pretty typical mountaineer division. The real game changer of the new DLC is the super heavy support arty. It added almost 100 extra soft attack. The balance is supposed to be in their cost to produce, but you can slap two production lines on super heavy arty and comfortably arm 24 divisions with a decent stockpile in reserve so long as you don’t burn them in shit supply regions. May be worth a mention, I feel like super heavy arty will be the meta until it gets patched to be a harsher production cost. As far as I’m concerned, it’s the most meta of the newly added things.
@ye1451 How you got 100 soft attack super heavy howitzer? As I see the default value is 35. Also howitzer doesn't get the bonuses support artillery does, as I concluded so far. Self propelled gets some of bonuses, but not all of them.
@@MeinLetter
Yeah, it seems like the biggest practical change comes down to Helicopters eventually becoming souped up versions of Field Hospital, Recon, and Logistics companies. Very nice, but it doesn't impact how the lines are made too much
Excellent video! Make more please, subscribed!!!
Take a shot everytime he says "so"
Real nice vid man, keep it up!
Please make tank/plane/ship designer guides like that, it was very helpful
This was incredibly useful thank you!
2000 Hours and i learn this just now
holy shit, 800 hours and finnaly know how it works
My 44 width infantry divisions hid in the closet while I was watching this
wow this is your second video and it has 158k views at the time im watching, that is impressive, hope it kickstarts your channel well.
Keep it up man. Great work
2:47 what are the supposed differences between the three values; is it just a range or should i go for particular for certain countries/attdef. this video taught me wayyy more than trying to read the wiki formulas love it love it love it
Please can you do a vid for singleplayer noobs? I still struggle a lot to understand a lot of the mechanics ❤ amazing video by the way!
@@LilBombasta I don't plan to run this channel for tutorials only but will see
@MeinLetter I think you will do great regardless of direction you head in, this video is a testament to that :p
after 1700 hours in the game I now feel like I know kung fu
Lit af, can you make a video about navy and support companies?
Maybe in the future I will
Really nice editing!
Line Artillery always gets hated. I have to defend them... because they can't
i can finally be good at the game after 250 hours 🙏🙏
Make more tutorials! I need these
This is better than the Hoi4 official video.
As with most hoi4 tips and guides, this one ignores HP except for that bit where you showed smaller divisions have higher losses but again you did not explain why.
HP is an underrated stat, whilst org is overvalued. This kind of guide is partly why it is so.
Also, whilst combat stats are the most important ones, people also tend to overlook or underrate other stats like supply use, org recovery, reinforce rate, and initiative.
In other words, most hoi players think only of tactical considerations and very rarely, it at all, operational art. It's why we see so much people complaining why their 35 width tanks they saw online can't seem to push.
I thought of including HP but decided to stay little bit more simple. It would be better of course if I stated that smaller divisions get higher HP damage relative to their size thus combined giving you greater loses, but it's just simplifies into that smaller divisions get bigger loses. I haven't seen yet people who really pay attention to HP while making divisions, it rarely even goes to zero, especially compared to org. Initiative is kinda overrated stat, in combat itself it gives that targeting bonus, which is not really that impacting your battle, as I covered. In reinforcing it's OK stat if you're spamming with infantry but going further than radio research and putting signal company is useless in most of the cases. So no one really cares about initiative cause of that. About other underrated stats I agree on you.
@@MeinLetter In a saturated enough front, as in there are more divisions than the tile width, HP and Production cost efficiency (i.e., HP/Cost to combat stat ratio) will start to matter more since pushing means losses. If you prioritize combat stats you will push harder and faster but lose more due to fewer HP.
You can literally bleed the enemy dry with an appropriate division template to counter enemy push. This hardly matters in single player but it's funny to catch an over-eager noob in mp off guard.
@@yt_geezuz785 You are right, while org seems to be important, in fact, it is product of HP, and the real important stat (for org) is org recovery rate, since it is based on % of total amount of org/hour! And reinforce rate is crucial while pushing/defending in mountains/marshes, while people also overlook optimal combat width.
The only thing I learned from this video is I need a personal Jesus.
I ussually use artillery in Special forces (mostly mountaineers) but not really anywhere else except as support company.
That's the best way to use it, good for you.
Wasn’t expecting to see MOWAS2
3:12 So how did you get that much Breaktrough? Did you just change all of the cars to tanks in that division?
4:25 And same here. Did you put just one guy in the division on the top example?
I just bought HOI4 few days ago and still struggling. This whole system seems very complicated, but your video actually made the basics much more clear for me, thanks. It also explains why my infantry divisions did better job than tanks divisions.
if someone responds to you , please tell me too 😁
For the 3:12 I just changed the tank design, just changed turret type. I did nothing to actual division template.
For 4:25, yes. At the top is template with a singular battalion of infantry.
@@MeinLetter Thanks!
@@dakromexv Here is the answer:
For the 3:12 I just changed the tank design, just changed turret type. I did nothing to actual division template.
For 4:25, yes. At the top is template with a singular battalion of infantry.
Bro deserves WAY more subs
This is actually really usefull, thanks.
Congrats, you just made the first actually useful tutorial about divisions since the games history. More people should realize that the numbers are almost useless and just condense the information
What a good video, TH-cam recommended your channel to me and I loved how you explain it, can you make a video about templates And what to put in the tanks?
That's pretty much straightforward, so I don't think that I will do template and design guides in a separate video. If you want any advices, you may ask though
Nice video. I was curious how do these stats even work in battle. now i at least know how the game works a bit better👍👍
I agree with some aspects of the video but one thing I wish you included was that you can do the same combat widths 30,35,36 for artillery /infantry and make some meaty arty divisions. Good for nations without the means to make tanks
Without any means to do tanks, yeah, they are ok to quickly break the frontline, especially if they made of special forces. Not as efficient as tanks but an option for an infantry play. But doesn't work for mp unfortunately.
yep, it's true. regarding single player, pure infantry for defense/offense, with support artillery, AA and engineers 20 width, the attacking divisions maybe 6 medium armored divisions of 35 width will smash anything. be sure to invest in armor and breakthrough, so they can be unpierceable and be able to smash thru anything. high soft attack and high speed are preferable and dont be afraid to lose reliability - anything over 40% will suffice, as production will restore losses and you have a limited number of tank divisions.
Incredible, now do paratroopers invasions
Now I'm confused, why do all other HoI4 youtubers tell me that artillery is very important.....
support artillery must have in every division, while line artillery just ineffective
@@Tester-um7rc Ohhhh ok that makes sense
@@PentaKillMedia Problem in the hoi4 now is that tanks deal way too much damage. At least compared to artillery.
Interesting fact: German tank division was superior because they had an artillery regiment and a lot of infantry. Something like a tank regiment + infantry regiment+ artillery regiment.
In addition Ukrainian mecanized brigade have 3 mecanized battalions and 3 artillery battalions.