What makes up an armored division
The structure of the September divisions was without regiments, hence the largest sub-unit is the battalion. And 1 Armored Engineer Battalion. Each of the Medium Tank platoons consisted of 5 M4 Shermans. The Light Company was quite similar.
It consisted also of one HQ section and three platoons. You can perform the overwatch work of a sniper without the precise aim required to snipe. And choosing the best Basic Training to complement your Division can really put the cheese on your macaroni. Because you can shoot through surfaces easier, Espionage is a logical pairing.
You may just get some hit-markers when shooting through surfaces. However, those hits paint your enemies on the mini-map of your entire team. Another fantastic complement to the Armored is Saboteur. This Basic Training gives you an additional piece of Lethal equipment while shortening the fuses on them.
Having multiple chances to throw Lethals is also a good way to combat somebody else in the Armored Division. Although infantry anti-tank provides good piercing to all infantry units it will prove insufficient if you are facing a clever enemy in multiplayer, as the piercing bonus is based on a percentage value and will have a limited impact on actual stats. Initiative: The reinforce rate and planning speed. It is affected only by the signal company, and seems to have very little tangible impact on battles other than the planning bonuses.
Entrenchment: Affected only by the Engineer Company support battalion, Entrenchment affects how much and how fast a unit gets entrenched. Very similar to Recon, Reliability and Initiative, there are very few things that affect this value, and it is universal regardless of which line units you employ. Combat Width: How much space the unit takes on the battlefield.
A typical fight has 80 combat width, thus you could fit 8 units of 10, 4 units of 20, 2 units of 40 or 1 unit of Each combat width range is representative of an approach to the game. The 40 combat width aims to get the most out of its line units. The 20 combat width is the balanced method. Manpower: How many people your division employs.
More men in the division means more men on the battlefield and bigger casualty numbers. Typically you want to keep this number as low as possible, but at no point should this be your main aim as it is hard to impossible to balance out. Training Time: There are two versions of training time, and It is here that you can make a good estimate of how to distribute your overall production.
Hardness the bar below the division template : The ratio of damage you take. Estimated Production Cost: The minimum and maximum estimated production cost of a unit. These values represent the overall production cost in industrial capacity of your unit, and do not represent the material requirements of each division. Naturally a lower cost is better. Good starter division, but is completely outclassed by 40 width divisions in almost every situation.
Still good in low supply areas like Africa or Asia. The goal being to provide an armor bonus against the majority of AI and maybe even player builds while providing piercing to beat up any armor that may be encountered along the way. This does not work with the Light Tank Destroyer version. The 40 width divisions outclass 20 width divisions because of how criticals are calculated. These are usually banned in multiplayer games as they are completely game breaking.
The AI basically never builds enough AT to counter the extra armor you have on these infantry divisions. Maintenance companies are good on your armored divisions to reduce attrition losses. Higher production cost, but these divisions are nearly unstoppable. Zaloga, Steven J. Stanton, Shelby L. Bernhard Kast is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to amazon.
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Bernhard Kast is a participant in the Amazon.
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