One very important thing you missed is that for ever point of resistance over 10% you need 0.75 suppression. So when choosing a occupation law when trying to minimize garrisons you should aim for 10% resistance or less.
I appreciate these quick little videos. I suck so badly at this game and watching good players navigate diplomacy and war like they're writing a story boggles my mind. I'm the sort of n00b who will play Germany and get caught up against a wall of divisions in Belgium or Northern France 90% of the time while the person in the video I'm trying to learn from just blasts through like there's nobody home (because there *isn't* anybody home). It just doesn't make sense to me. Each one of these videos is a little piece of the puzzle that I'm starting to put together; so thank you for that :)
I've played for over 1,000 hours and I could have written your post, brother. This is a game that requires a lifetime of commitment. I still suck. Start with Poland with the goal you're going to repel Germany and watch as you do better each time. It's a great way to learn the game with a smaller nation without being overwhelmed by a massive British navy or German airforce. I've also done a few watchalongs with competent players and followed literally move by move. Gives good insight into when and why specific decisions are made.
Wow. Best video on Garrisons that I have watched. Never knew that Military Police was a percentage and not a base value so I never understood why to increase the size of the garrison division. Thanks a lot for this Fisch Noices.
for germany the best garrison imho is a single tankette division. produce the cheapest inter war light tank chassi as possible with a machine gun, costing around 2.4 production cost, make a single battalion division with it and choose it as a garrison. reliability, armor and damage don't matter, literally. 80% of all garrison damage is neutralized, because of hardness of the division. Partisan acts are classified as soft attack. Choose local police force to build compliance and if you want you can choose Himmler as an advisor. Your garrison will take only 25% of all damage done, because the occupation law(50%) and himmler(25%). This 25% damage taken will be reduced by another 80% because the hardness of the tankette garrison division. After a few years of occupying Europe, you will have lost around 2-3k manpower for suppression, which is figuratively nothing.
How long does it take to reach the 80% compliance requirement to establish a collaboration government, using this method? Will I be able to form collab govts. in europe without having used spies before the war to increase compliance?
@@_Gnome. you wouldn't need that, because by the middle of 1940 you can invade Britain, conquer it, win the war and resistance will drop everywhere since there won't be any governments in exile.
Very good video on how this works, I already knew this but watched anyway, feel like it includes everything and it isnt unnecessarily long. Good job :)
although i have almost 1000 hours in this game, i never actually bothered to check if the Mlitiary Police actually gives a percentage. Thanks for this video man
What about cheap interwar light tanks with some MIO? Even without MIO you have 2.4 IC with 2,5 suppression vs 4 IC car with same stats except hardness.
You shouldn't use armoured cars. Light tanks are strictly better. There are four stats that matter for garrison divisions, those stats being suppression, manpower requirement, production cost and hardness. Light tanks offer same amount of suppression and has the same manpower requirement as armoured cars, but has more hardness and can be made cheaper than armoured cars in the tank designer introduced in No Step Back. Higher hardness helps the garrison to receive less damage.
@@fischnoices130 Im checking ingame, and I think I found a bug. Infrantry and motorized light up when you hover over MP supp. Cavalry does not. Checking the values, cavalry does go to 2.4 supp with MP. Apparently the supp displayed in the support slow is the cumulative value that it gains from applying the 20% to all divisions.
Oh, that’s no bug. In arms against tyranny they buffed support battalions by giving them synergies with certain types of battalions. Military police buff the suppression of all battalions, but also buff I think the defense and recovery rate of those battalions you mentioned. If you add recon to a division with artillery battalions , the artillery will light up because recon buffs the soft attack of artillery.
One very important thing you missed is that for ever point of resistance over 10% you need 0.75 suppression. So when choosing a occupation law when trying to minimize garrisons you should aim for 10% resistance or less.
I appreciate these quick little videos. I suck so badly at this game and watching good players navigate diplomacy and war like they're writing a story boggles my mind. I'm the sort of n00b who will play Germany and get caught up against a wall of divisions in Belgium or Northern France 90% of the time while the person in the video I'm trying to learn from just blasts through like there's nobody home (because there *isn't* anybody home). It just doesn't make sense to me.
Each one of these videos is a little piece of the puzzle that I'm starting to put together; so thank you for that :)
lmk if you want some feedback on your playthroughs
I've played for over 1,000 hours and I could have written your post, brother. This is a game that requires a lifetime of commitment. I still suck. Start with Poland with the goal you're going to repel Germany and watch as you do better each time. It's a great way to learn the game with a smaller nation without being overwhelmed by a massive British navy or German airforce. I've also done a few watchalongs with competent players and followed literally move by move. Gives good insight into when and why specific decisions are made.
Wow. Best video on Garrisons that I have watched. Never knew that Military Police was a percentage and not a base value so I never understood why to increase the size of the garrison division. Thanks a lot for this Fisch Noices.
for germany the best garrison imho is a single tankette division. produce the cheapest inter war light tank chassi as possible with a machine gun, costing around 2.4 production cost, make a single battalion division with it and choose it as a garrison. reliability, armor and damage don't matter, literally. 80% of all garrison damage is neutralized, because of hardness of the division. Partisan acts are classified as soft attack. Choose local police force to build compliance and if you want you can choose Himmler as an advisor. Your garrison will take only 25% of all damage done, because the occupation law(50%) and himmler(25%). This 25% damage taken will be reduced by another 80% because the hardness of the tankette garrison division. After a few years of occupying Europe, you will have lost around 2-3k manpower for suppression, which is figuratively nothing.
How long does it take to reach the 80% compliance requirement to establish a collaboration government, using this method? Will I be able to form collab govts. in europe without having used spies before the war to increase compliance?
@@_Gnome. you wouldn't need that, because by the middle of 1940 you can invade Britain, conquer it, win the war and resistance will drop everywhere since there won't be any governments in exile.
Very good video on how this works, I already knew this but watched anyway, feel like it includes everything and it isnt unnecessarily long. Good job :)
although i have almost 1000 hours in this game, i never actually bothered to check if the Mlitiary Police actually gives a percentage. Thanks for this video man
Damn, and meanwhile I thought I was being smart making 1 cavalry garrisons. I also never bothered to make armored cars.
how do i set divisions to garrison the areas? do i just put them on the areas with resistance or is there something im supposed to do?
This was very informative
Wait, what's the meta cavalry garrison?
A 50 width cavalry division with mp’s
Could you make a video about how air works? Your tutorials are the best
Yeah that’s on the to make list 🙂
@@fischnoices130 🐎E M P E R O R 🐎
Man I've been recruiting cav divisions and manually placing them on the state 😂
why do you use so much manpower? i build cav with 3 batallions and that works just fine for me
What about cheap interwar light tanks with some MIO? Even without MIO you have 2.4 IC with 2,5 suppression vs 4 IC car with same stats except hardness.
You shouldn't use armoured cars. Light tanks are strictly better. There are four stats that matter for garrison divisions, those stats being suppression, manpower requirement, production cost and hardness. Light tanks offer same amount of suppression and has the same manpower requirement as armoured cars, but has more hardness and can be made cheaper than armoured cars in the tank designer introduced in No Step Back. Higher hardness helps the garrison to receive less damage.
MP's dont apply their 20% buff to cavalry (anymore?)
25*2 = 50supp
1MP = 10supp
Total 60 as you can see in the 50w cavalry template.
The 10 supp from the mp is the 20% no?
@@fischnoices130
Im checking ingame, and I think I found a bug.
Infrantry and motorized light up when you hover over MP supp.
Cavalry does not.
Checking the values, cavalry does go to 2.4 supp with MP.
Apparently the supp displayed in the support slow is the cumulative value that it gains from applying the 20% to all divisions.
Oh, that’s no bug. In arms against tyranny they buffed support battalions by giving them synergies with certain types of battalions. Military police buff the suppression of all battalions, but also buff I think the defense and recovery rate of those battalions you mentioned. If you add recon to a division with artillery battalions , the artillery will light up because recon buffs the soft attack of artillery.
Colony states don't exist anymore.
kkkkk