It's weird that Britain doesn't get access to the Long Range Patrol company, you know, given the immense impact of the Long Range Desert Patrol, Desert Rats.
@@Hyde_Hillwell its only about 210 xp to get it and put it in your division, so I understand the costs, but it's good enough that if you already have mountaineers it's almost too good to not get.
The airborne special forces doctrine is the weakest of the three overall since paratroopers are way too situational to sacrifice the broad utility of mountaineers and marines. To fix this, Paradox should've given the airborne doctrine tree a left/right path that buffs grounded and aerial operations' stats respectively, so your paratrooper divisions can be used more broadly as an elite special forces division for normal grounded offensives whenever they aren't being paradropped. This is how actual paratroopers were used in WWII anyway in land based operations as elite and veteran reserve divisions to spearhead shock offensives or to bolster defensive lines by reinforcing other divisions. This also lets the player choose whether they want to accept a trade off between stronger grounded paratrooper divisions versus stronger air drops. The support company for the airborne path should've been a commando unit that functions similar to radio companies but with better coordination, initiative, and breakthrough modifiers for elite shock infantry divisions that punch holes into enemy lines or reinforce existing front lines. The issue with paratrooper divisions is that they perform a very high-risk niche function that does not make investing into the airborne tree is worth it as losing entire airborne divisions worth of manpower and equipment is too prohibitively wasteful. Paratroopers should also have cool and unique combat abilities and modifiers like the ability to raid/steal enemy supplies, to work with resistance fighters, to infiltrate/exfiltrate from enemy lines, to extend supply ranges that goes through enemy units and lines, the ability to disband and embed into partisans if at risk of being overrun, to camouflage and go into hiding, temporary stat buffs for a few days/weeks after being dropped, etc. It is not really worth investing heavily into gimmicky paratroopers to do anything else than cheese victory points against AI if all the airborne divisions are just going to melt behind enemy lines and piss away valuable manpower. Too situational and risky to be worth it without better incentives.
Just change the Template to make them better instead of slapping more paratroopers on there. Add Artillery, Anti Air+Tank support companies to make them better at combating behind line enemies. The Paratroopers are very useful when you don't have good Navys to take a Port or just don't have Marines like Germany, or Japan because Ive always used Paratroopers to Ignore the British Navy to take Norway's Ports and in Sealion
Well, paratrooper divisions and their ops are meant to simulate strategic paradrops like Market Garden, Vyazma or Dnieper airborne operations, and these were precisely high-risk low-reward maneuvers. Smaller-scale operations such as supporting the guerillas or infiltrating enemy lines or even tactical paradrops are represented by the game's other mechanics.
@@AceofSpades511 Anything paratroopers can do, marines can do better. Marines have innate combat bonuses on amphibious, marsh, and river terrains where paratroopers do not. Unlike airborne battalions, marines are generally useful in addition to their niche function of naval invasions. The only time paratroopers are better than marines is when you have air superiority but no naval superiority to invade a nearby island. Other than cheesing victory points against AI, airborne troops have no widespread general utility or niche function that makes them worth deploying.
They reduce org when of enemy, when paradropped. I find them useful to break stalemate by paradropping them at contested tile. They also useful at capturing Soviet supply depots in enemy rear.
Airborne Armour is only really good if you're paradropping into an area you're planning on attacking through soon. Having them land, take a supply hub (or cutting a railway to a supply hub) to disrupt the enemy front line and then smash through to relieve the paratroopers is pretty decent - and the armour allows them to survive long enough to not get wiped out and lose whatever you nabbed to enemy counter attacks. Potentially you can also do this a bit deeper and en-mass, and having enough force to pose a genuine threat to the enemy rear. And if you're doing it en-mass you should have a large enough transport fleet to keep them somewhat supplied as they cause havoc. Very expensive, though.
Yeah, rangers can reduce the movement speed but if you're Brazil, Netherlands, Japan, and you got bicycles. There's some fast boys, at a 6 speed with moto art and an AA tank.
Pioneers should be B tier. They're good, but i think I would only take them on select divisions. Rangers on the other hand I am putting on all my line infantry divisions.
There are reasons I enjoy finland so much, those special companies literally make or break the finnish defense line. I mean that snow bonus is what keeps them alive
2:00 - IIRC Rangers have the same speed as cavalry as well, so you can replace normal cavalry recon with them for cavalry divisions even though they sound like leg infantry.
THE + 20 % special forces modi you get from the mountaineer tree, is total broken. with Finland you can get almost 100% special forces. totally broken when half your army is special forces
For me, the org reduction from paradrops makes them the best of the three, either as disposable or fighting divisions, you can break a line so quickly now with paradrops it's insane
Your complaint about the Ranger icon reminded me of something: I wish they would change the notification icons on "Non Aggression Pact" "Join Faction" and "Incoming Lend Lease" as all three look the same to me. Certainly they could easily make them more unique. I wish you also could set any or all of them to auto-accept or auto-decline. Can you ask Paradox to make that happen?
You should be able to go over the special forces cap based on how many veterans you have in your army, so manpower for special forces past the cap could come out of a separate manpower pool within veteran/seasoned divisions.
It could be a decent idea to let you choose terrain-specific logistic companies for your divisions: like, if you're planning to fight in Brazil, jungle logistics; if you're planning to invade the Soviet Union, winter logistics; if you're fighting in Africa, desert logistics; etc. So if you planned to switch theaters, you'd have some preparation to do. As it is now, the winter logistics company is just scandinavian circlejerk material.
Hi Dave you missed to mention, Mechanized Marine Corps -> Amphibious Landing Vehicles: Production cost: -15% If you build the propeller light tank with wheel and easy maintenance + imp. howitzer as amp.tank (no breaktrough reduction) you can get pretty cheap! Also trough pioneers you get an extra 15% breaktrough + mobile warfare 60% ;)
In the paratrooper tree, there is a thing called "combat insertion" which causes paratroopers to reduce enemy org in the province they drop in. However, this ability is actually very good as it not only reduces the org by a set amount, but it does it for all divisions in the region(you need around 4-6 to remove enough org for it to be worthwhile). I used this ability in a German game to bypass the Maginot (as the paratroopers removed all of there org), invade mainland England without touching my navy, and capture important soviet supply hubs and use them for breakthroughs. In summary, paratrooper allow you to do a guaranteed breakthrough of an enemy providence, as long as you have air superiority, without any planning time.
I think the strong thing about the Paradrop Light Tank Recon is not giving Armor to the division but piercing, instead of making a expensive light tank with tons of armor you make a cheap light tank with a good gun. a Paradrop division with a good tank support + support anti-tank + support artillery could engage armor and late game mech divisions with more ease. plus you have the rest of the paradrop bonuses. I think is good but not enough to balance the mechanical problems of paradrops in the game. Expect a Rangers Nerf.
anyway played as finland and used their snow and long range recon patrol companies. they are very strong. just finished a germany game where I used snow-boost rangers on my main infantry divs, also very strong. The winter boosts are very nice even if it is only half the year
Here is the thing about the problem about airborne armor support that dave did not mention.... YOU CANNOT PARADROP FUEL.... even with stacking fuel can on light tank (which is VERY NOT FEASIBLE, 4 slot of fuel can is +4IC for a light tank!), at most it can survive for 3-4 days in battle and dont forget, the MALUS all armored vehicle get
Honestly, I only use paratroopers to snipe logistics hubs when I'm making a push, so I don't expect to ever actually link with them. So if I can convert some of my old light tanks to make my paratroopers shitty space marines for a few days, that's fine.
This could be why I've lately seen AI USSR struggle to break AI Finland during the winter war. I see a nerf incoming. By "struggle" I mean still figting in August 1940.
The real question is whether these trees are a worthwhile use of army, navy and air xp in the early game over land/naval/air doctrines. I think the Marines one is if you're playing UK, Japan or USA, but I suspect filling out your land and air doctrines would be more important in most other cases.
@@emilsoderman3691 True. It ultimately depends when you start the war. I find you tend to get more naval XP at peace than at war. At war you're usually only using part of your fleet, and if your navy is well built, you tend to win fairly quickly.
I would point out in WW 2 the US attempted to make use of all that prewar light tank tech and create a paratrooper tank to be deployed on a glider. They could not make it work. Best thay could do is a jeep with a towed AT gun 37mm. It's nice paradox gives you the option. I imagine you would run out of gas pretty quick behind enemy lines. Supply would be a problem. The high cost i would think reflects the extensive training and research and operations cost to pull off a unit like this.
Little Oversight: You can combine Long Range Patrol with Rangers! Or at least could shortly after release. Edit: Booted up my game and checked. They removed it. Sad day...
airborn light tanks are s+ for supperior firepower builds 1 u can get like 50 soft attack with the support company buff with a tank that has close support gun with aadditional canon and machine guns (the same tank will do like more soft attack as a support than if it was in the division while using less tanks) 2 after they changes the armor upgrade ticks u can get stupid armor stats from just the light reccon support company like back in no step back 3 they keep more of the design stats that reccon tanks so just spam like 15width inf 6/1 with support arty, ariborn reccon tank, aa and flame tank to destroy everything or just make teleporting space marines with the paratropers
Now I have an opinion. Thx Feedback Gaming And almost the time I just take the Rangers, because Superior Firepower + Rangers (+Artillery Bonus) is just massive
for japan the jungle specialist are awesome... normaly you dont have problems with landings (you can outnumbering the enemy, get air and Naval support, even none Marines can easy do landing) but to fight throw the jungels bleed you out and need so much time neerly all Ilands between Japan and Australia are jungle. when the US starting putting troops there its so easy to fight them with Jungle specialists after the landing. (Malaysia, Indonasia, Philipins, Guinia, Vietnam) after you conquer the pacific you can go for Africa or/and South America or Mexico and atack USA from there. with Jungle fighters and the right Skills for the comander you are totaly overpowererd in this regions. never had an so enjoyable playthrow with japan. and you can easy make landings in Indea and China to make encirclements or increasing the forntline to thin the china troops. first i was thinking that the Mountenieres would be awesome for Japan (fighting China and later USA Mexico but omg the Jungleboys are rocking. but still go for Mounteniers ther is a bug in the last doktrien wer you chan build so many Special forces that it make no scences)
how about this for paratroopers flamtanks with airborn light armor engineers pioneers with support aa and support arty with a 20 width all paratroopers and get as many special force's bonues you can and drop supply lines and watch as your enemy has a REALLY hard time to get there lines back (all so have the flame tanks and airborn light armor have max fuel tanks so that you dont weeken your self supper affective against the ai not sure against players though
Pioneers are worse engineers for naval invasions unless you pick that doctrine. You have to choose between making them good in the jungle or making them good for naval invasions
@FeedbackIRL you forgot the marines which add the ability to extract from provinces without naval base also UK and USA dont have all 3 type of special forces just 2 i believe it would be massively op if you have gotten all 3 maybe in the first release was possible but was fast patched up I was looking into it 😂 hence the reason I know... Looking forward to hoi5 hopefully they will make Navy more pleasant and more impactful
Shame there are no motorized rangers and that there is already so so much you spend army xp on and it is relatively harder to get. Still if you can do both do both probably. Unless up against forts or defending as engineers are better there.
Using infantry; add rangers, med flame tanks, engineers(swap for pioneers later if you can) basically makes your division capable in all terrain. Add artillery or rocket arty later along with logistics. Top it off with 1 medium or heavy tank for armor, use the best stats. As a finisher go SF fire right side with 3-4 artillery+1 AA. And max out at 35 combat width. You'll have the best division in the game at reasonable IC cost. You can easily do a WC in SP. Space marines are the new meta.
--TIMESTAMPS--
00:00 Intro
02:25 Rangers
07:13 Pioneers
12:50 Airbourne armoured recon
16:52 Super secret support companies
23:55 Outro
Thx ❤🏳️⚧️
yo feedback, you can just type in roic instead of research_on_icon_click now
*i wish they do that before because back then there is nothing.*
"diving deep into the latest expansion" bro is internet explorer.
last dlc didnt have any expansions so he is right
*i wish they do that before because back then there is nothing.*
It's weird that Britain doesn't get access to the Long Range Patrol company, you know, given the immense impact of the Long Range Desert Patrol, Desert Rats.
a lot of people have absolutely no idea they even exist
"new" It wasn't even the newest DLC that added them.
Prerecorded
@@ahpjlm Changing a title is quick.
To be fair, the newest DLC didn’t really add anything
@@andrewhalo100 It has been 172 days since those support companies were released.
they are the newest support companies that have been added to the game in his defense
Rangers give you such good bonuses, even after their nerf I always go right for them first
While I like them there is just so much to spend army xp on. Templates, MIO upgrades, tank design, spirit, doctrine. And it is the hardest one to get.
@@Hyde_Hillwell its only about 210 xp to get it and put it in your division, so I understand the costs, but it's good enough that if you already have mountaineers it's almost too good to not get.
The airborne special forces doctrine is the weakest of the three overall since paratroopers are way too situational to sacrifice the broad utility of mountaineers and marines.
To fix this, Paradox should've given the airborne doctrine tree a left/right path that buffs grounded and aerial operations' stats respectively, so your paratrooper divisions can be used more broadly as an elite special forces division for normal grounded offensives whenever they aren't being paradropped. This is how actual paratroopers were used in WWII anyway in land based operations as elite and veteran reserve divisions to spearhead shock offensives or to bolster defensive lines by reinforcing other divisions. This also lets the player choose whether they want to accept a trade off between stronger grounded paratrooper divisions versus stronger air drops.
The support company for the airborne path should've been a commando unit that functions similar to radio companies but with better coordination, initiative, and breakthrough modifiers for elite shock infantry divisions that punch holes into enemy lines or reinforce existing front lines.
The issue with paratrooper divisions is that they perform a very high-risk niche function that does not make investing into the airborne tree is worth it as losing entire airborne divisions worth of manpower and equipment is too prohibitively wasteful. Paratroopers should also have cool and unique combat abilities and modifiers like the ability to raid/steal enemy supplies, to work with resistance fighters, to infiltrate/exfiltrate from enemy lines, to extend supply ranges that goes through enemy units and lines, the ability to disband and embed into partisans if at risk of being overrun, to camouflage and go into hiding, temporary stat buffs for a few days/weeks after being dropped, etc.
It is not really worth investing heavily into gimmicky paratroopers to do anything else than cheese victory points against AI if all the airborne divisions are just going to melt behind enemy lines and piss away valuable manpower. Too situational and risky to be worth it without better incentives.
Just change the Template to make them better instead of slapping more paratroopers on there.
Add Artillery, Anti Air+Tank support companies to make them better at combating behind line enemies.
The Paratroopers are very useful when you don't have good Navys to take a Port or just don't have Marines like Germany, or Japan because Ive always used Paratroopers to Ignore the British Navy to take Norway's Ports and in Sealion
Well, paratrooper divisions and their ops are meant to simulate strategic paradrops like Market Garden, Vyazma or Dnieper airborne operations, and these were precisely high-risk low-reward maneuvers. Smaller-scale operations such as supporting the guerillas or infiltrating enemy lines or even tactical paradrops are represented by the game's other mechanics.
Bro, with the right template and the doctrine to reduce org you can just delete units on port tiles.
@@AceofSpades511 Anything paratroopers can do, marines can do better. Marines have innate combat bonuses on amphibious, marsh, and river terrains where paratroopers do not. Unlike airborne battalions, marines are generally useful in addition to their niche function of naval invasions. The only time paratroopers are better than marines is when you have air superiority but no naval superiority to invade a nearby island. Other than cheesing victory points against AI, airborne troops have no widespread general utility or niche function that makes them worth deploying.
They reduce org when of enemy, when paradropped. I find them useful to break stalemate by paradropping them at contested tile.
They also useful at capturing Soviet supply depots in enemy rear.
Airborne Armour is only really good if you're paradropping into an area you're planning on attacking through soon. Having them land, take a supply hub (or cutting a railway to a supply hub) to disrupt the enemy front line and then smash through to relieve the paratroopers is pretty decent - and the armour allows them to survive long enough to not get wiped out and lose whatever you nabbed to enemy counter attacks.
Potentially you can also do this a bit deeper and en-mass, and having enough force to pose a genuine threat to the enemy rear. And if you're doing it en-mass you should have a large enough transport fleet to keep them somewhat supplied as they cause havoc. Very expensive, though.
Yeah, rangers can reduce the movement speed but if you're Brazil, Netherlands, Japan, and you got bicycles. There's some fast boys, at a 6 speed with moto art and an AA tank.
Brazil also gets a unique jungle pioneers from focus tree. They’re called jungle pioneers, I think? But i could be wrong.
True. This was recorded before TOA
Pioneers should be B tier. They're good, but i think I would only take them on select divisions. Rangers on the other hand I am putting on all my line infantry divisions.
If they're only good in some situations that's not a b tier.
@@37thgungruntsin some they are good and in some you either dont add them or it doesnt matter.
Wow! Just learning that rangers reduce the speed of a division is worth a like. Nice job!
Max out moutaneers with rangers will deal around 10% more damage in moutains than in plains
There are reasons I enjoy finland so much, those special companies literally make or break the finnish defense line. I mean that snow bonus is what keeps them alive
2:00 - IIRC Rangers have the same speed as cavalry as well, so you can replace normal cavalry recon with them for cavalry divisions even though they sound like leg infantry.
THE + 20 % special forces modi you get from the mountaineer tree, is total broken. with Finland you can get almost 100% special forces. totally broken when half your army is special forces
A better way to do the special forces cap may be to base it off a percentage of your available manpower (including manpower already in the field)
For me, the org reduction from paradrops makes them the best of the three, either as disposable or fighting divisions, you can break a line so quickly now with paradrops it's insane
Your complaint about the Ranger icon reminded me of something: I wish they would change the notification icons on "Non Aggression Pact" "Join Faction" and "Incoming Lend Lease" as all three look the same to me. Certainly they could easily make them more unique. I wish you also could set any or all of them to auto-accept or auto-decline. Can you ask Paradox to make that happen?
You should be able to go over the special forces cap based on how many veterans you have in your army, so manpower for special forces past the cap could come out of a separate manpower pool within veteran/seasoned divisions.
did you record this 5 months ago?
Just before trial of allegiance came out
It could be a decent idea to let you choose terrain-specific logistic companies for your divisions: like, if you're planning to fight in Brazil, jungle logistics; if you're planning to invade the Soviet Union, winter logistics; if you're fighting in Africa, desert logistics; etc. So if you planned to switch theaters, you'd have some preparation to do.
As it is now, the winter logistics company is just scandinavian circlejerk material.
Hi Dave
you missed to mention,
Mechanized Marine Corps -> Amphibious Landing Vehicles: Production cost: -15%
If you build the propeller light tank with wheel and easy maintenance + imp. howitzer as amp.tank (no breaktrough reduction) you can get pretty cheap!
Also trough pioneers you get an extra 15% breaktrough + mobile warfare 60% ;)
I already covered the support combo bonus's in another video
You forgot to talk about the commando branch of the marine tree. It changes the pioneer bonus to improve breakthrough of amphibious armor.
In the paratrooper tree, there is a thing called "combat insertion" which causes paratroopers to reduce enemy org in the province they drop in.
However, this ability is actually very good as it not only reduces the org by a set amount, but it does it for all divisions in the region(you need around 4-6 to remove enough org for it to be worthwhile).
I used this ability in a German game to bypass the Maginot (as the paratroopers removed all of there org), invade mainland England without touching my navy, and capture important soviet supply hubs and use them for breakthroughs.
In summary, paratrooper allow you to do a guaranteed breakthrough of an enemy providence, as long as you have air superiority, without any planning time.
paratroops have always been the broken way to cheese through nearly any situation. Personally i house ban them to keep things interesting
You forgot the new one that brazil can get, the jungle support unit
We love your videos :) Stay awesome! hope for more streams!
I think the strong thing about the Paradrop Light Tank Recon is not giving Armor to the division but piercing, instead of making a expensive light tank with tons of armor you make a cheap light tank with a good gun. a Paradrop division with a good tank support + support anti-tank + support artillery could engage armor and late game mech divisions with more ease. plus you have the rest of the paradrop bonuses.
I think is good but not enough to balance the mechanical problems of paradrops in the game.
Expect a Rangers Nerf.
anyway played as finland and used their snow and long range recon patrol companies. they are very strong. just finished a germany game where I used snow-boost rangers on my main infantry divs, also very strong. The winter boosts are very nice even if it is only half the year
btw finland is extremely OP has a case for strongest faction in the game now, except for the miserable starting position with what 3 factories iirc
Here is the thing about the problem about airborne armor support that dave did not mention....
YOU CANNOT PARADROP FUEL....
even with stacking fuel can on light tank (which is VERY NOT FEASIBLE, 4 slot of fuel can is +4IC for a light tank!), at most it can survive for 3-4 days in battle and dont forget, the MALUS all armored vehicle get
Honestly, I only use paratroopers to snipe logistics hubs when I'm making a push, so I don't expect to ever actually link with them. So if I can convert some of my old light tanks to make my paratroopers shitty space marines for a few days, that's fine.
This could be why I've lately seen AI USSR struggle to break AI Finland during the winter war. I see a nerf incoming. By "struggle" I mean still figting in August 1940.
The real question is whether these trees are a worthwhile use of army, navy and air xp in the early game over land/naval/air doctrines. I think the Marines one is if you're playing UK, Japan or USA, but I suspect filling out your land and air doctrines would be more important in most other cases.
For the US at least I don't think naval XP is really a limitation in any sense.
@@emilsoderman3691 True. It ultimately depends when you start the war. I find you tend to get more naval XP at peace than at war. At war you're usually only using part of your fleet, and if your navy is well built, you tend to win fairly quickly.
Feedback is like the Clausewitz of Hoi4
I would point out in WW 2 the US attempted to make use of all that prewar light tank tech and create a paratrooper tank to be deployed on a glider. They could not make it work. Best thay could do is a jeep with a towed AT gun 37mm. It's nice paradox gives you the option. I imagine you would run out of gas pretty quick behind enemy lines. Supply would be a problem. The high cost i would think reflects the extensive training and research and operations cost to pull off a unit like this.
The finnish support companies are ridiculously OP.
Norway has winter logistics company as well
Little Oversight: You can combine Long Range Patrol with Rangers! Or at least could shortly after release.
Edit: Booted up my game and checked. They removed it. Sad day...
You missed the Italian Blackshirt assault company and the Brazilian jungle one.
airborn light tanks are s+ for supperior firepower builds
1 u can get like 50 soft attack with the support company buff with a tank that has close support gun with aadditional canon and machine guns (the same tank will do like more soft attack as a support than if it was in the division while using less tanks)
2 after they changes the armor upgrade ticks u can get stupid armor stats from just the light reccon support company like back in no step back
3 they keep more of the design stats that reccon tanks
so just spam like 15width inf 6/1 with support arty, ariborn reccon tank, aa and flame tank to destroy everything
or just make teleporting space marines with the paratropers
So was this video just held onto for awhile?
So with the ranger mountain artillery you could deathstack arty?
這三個特種支援單位,我用的反而是空軍空降居多
為什麼? 因為空軍的經驗最多、海陸的經驗都在嚴重不足的情況下升級很困難,而且! 海陸的支援單位也要求更多的裝備
反而是輕坦在1939年後開始退役,一抓一大把 還能增加大量的突破與當作偵察營減少支援裝備的消耗
仔細做對比的話,不使用火力優勢的機動作戰 能更多獲得優勢
補充一點,基本上空降輕坦的就是直接增加一個裝甲單位,他不會吃掉任何的BUFF 只會增加戰鬥能力,幾乎是免費的偵察營
所有部隊都能夠使用,也就是說,有著前面兩個支援單位的能力:增加傷害、增加突破山地的能力、增加海陸登入的能力
Yes?!
The big question is whether or not the Pioneers help more with river crossings.
Now I have an opinion. Thx Feedback Gaming
And almost the time I just take the Rangers, because Superior Firepower + Rangers (+Artillery Bonus) is just massive
Aren't these from the last DLC and not the newest one?
This was recorded just before TOA came out
You forgot the italian black shirt assault company
for japan the jungle specialist are awesome... normaly you dont have problems with landings (you can outnumbering the enemy, get air and Naval support, even none Marines can easy do landing) but to fight throw the jungels bleed you out and need so much time neerly all Ilands between Japan and Australia are jungle. when the US starting putting troops there its so easy to fight them with Jungle specialists after the landing. (Malaysia, Indonasia, Philipins, Guinia, Vietnam) after you conquer the pacific you can go for Africa or/and South America or Mexico and atack USA from there. with Jungle fighters and the right Skills for the comander you are totaly overpowererd in this regions. never had an so enjoyable playthrow with japan. and you can easy make landings in Indea and China to make encirclements or increasing the forntline to thin the china troops. first i was thinking that the Mountenieres would be awesome for Japan (fighting China and later USA Mexico but omg the Jungleboys are rocking. but still go for Mounteniers ther is a bug in the last doktrien wer you chan build so many Special forces that it make no scences)
how about this for paratroopers flamtanks with airborn light armor engineers pioneers with support aa and support arty with a 20 width all paratroopers and get as many special force's bonues you can and drop supply lines and watch as your enemy has a REALLY hard time to get there lines back (all so have the flame tanks and airborn light armor have max fuel tanks so that you dont weeken your self supper affective against the ai not sure against players though
Are Italian assault battalions worth it?
*i wish they do that before because back then there is nothing.*
Pioneers are worse engineers for naval invasions unless you pick that doctrine. You have to choose between making them good in the jungle or making them good for naval invasions
Jesus 20% equipment capture ratio that's just free real estate
@FeedbackIRL you forgot the marines which add the ability to extract from provinces without naval base also UK and USA dont have all 3 type of special forces just 2 i believe it would be massively op if you have gotten all 3 maybe in the first release was possible but was fast patched up I was looking into it 😂 hence the reason I know... Looking forward to hoi5 hopefully they will make Navy more pleasant and more impactful
Shame there are no motorized rangers and that there is already so so much you spend army xp on and it is relatively harder to get. Still if you can do both do both probably. Unless up against forts or defending as engineers are better there.
You forgot the Brazilian jungle pioneers
This was added like a year ago why make a video on it just now?
This was recorded just before TOA came out
@@FeedbackIRL A well this came out with Arms against tyranny
There are new support companies for Brazil and Chile from ToA
Maybe rangers + Heavy Tanks?
Took a shot everytime you said niche and I got black out drunk
great video
Why reupload?
This video title, thumbnail and desc makes me so confused i thought it was an bad and too early aprils fools
isorrowproductions video on the new rangers had units with 2000 soft attack absolutely broken >
Too bad it got fixed 2 days later
@@729060 someone didn't do maths a paradox 😅
Add shock trooper?
I mensioned that in a past video
New? So in Trials of Allegiance? Oh, in Arms Against Tyranny, the old DLC. Thanks Dave.
Using infantry; add rangers, med flame tanks, engineers(swap for pioneers later if you can) basically makes your division capable in all terrain. Add artillery or rocket arty later along with logistics. Top it off with 1 medium or heavy tank for armor, use the best stats. As a finisher go SF fire right side with 3-4 artillery+1 AA. And max out at 35 combat width. You'll have the best division in the game at reasonable IC cost. You can easily do a WC in SP. Space marines are the new meta.
Do you seem overpowered
FeedbackExplorer
Never been this early before
That's what he said (sorry could resist)!
#FortressFinland
this is pretty old lol
Donate me the dlcs and ill use them for sure
April Fools'?
helo im kinda second heheheheha
Bro - learn russian, it is many interesting things that u telling, but is rly hard to understand them on eng
Ur prob the only Russian watching this, why tf should h start speaking Russian?