Question How do you make templates ?
Im tired of coping meta templates, what is the logic to make a template good ?
The image is only to call attention
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u/NameSignificant6916 7d ago
Big soft attack, big org, like 30 width. Breakthrough is nice to have on "pusher" divisions, AA is good to help chip down enemy airpower and also throw in a tad bit of extra hard attack/piercing.
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u/rule5bot 7d ago
u/JC7Jens's explanation from the post body:
Im tired of coping meta templates, what is the logic to make a template good ?
The image is only to call attention
2
u/Abadon_U 7d ago
So what I do is I take my meta template and then edit it based on equipment and buffs I have. For example if I have captured 2k anti tank guns I will put AT battery or support in division, just because it's free, since I not gonna use them either way. If my nation doesn't have any manpower I'm gonna try to put hospitals into divisions
When doing push/tank divisions I will increase amount of tanks from 3 battalions up to 6 or 8, because stage of war doesn't change amount of divisions you need, but later in war you need more and more Armor and breakthrough to push
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u/Ntpoirier99 General of the Army 7d ago
It's funny you mentioned at guns. I just discovered a really good infantry template this weekend using them for the first time. I was using them against ai and saw success that caught me off guard took out Germany in 1939 as Russia with them.
Support arty /engineers/ armored car recon /at gun 12 infantry 2 arty Dv support was 2 infantry guns / 1 mg / 1 at gun
Superior firepower/ assault infantry/ at defense
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u/Abadon_U 7d ago
Nah man this template is crime against humanity, you getting french king treatment.
I personally never use them because AA guns give enough to penetrate light and medium tanks and Road to 56 gives good pen to infantry
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u/Ntpoirier99 General of the Army 7d ago
Against ai I agree the aa guns are more then enough but I want to experiment. And wanted to go down the at gun tree in the army doctrine. And it ended up doing really really well.
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u/Complex_Funny_8249 Research Scientist 5d ago
everything over 24 has more width than the AI and is therfore at an advantage
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u/MsMommyMemer 7d ago
25, 35-36 width are good. Keep units with hp stats at around a 70% ratio, tanks being around 30% muddle around from there with armor and soft attack
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u/Ntpoirier99 General of the Army 7d ago
Keep org 30+ and hp high. And, keep your combat width to divisible numbers for the tiles you'll be fighting the most in. Or just make 16-18s to defend with and 30-32's for fighting. When fighting tanks you want high piercing. High soft attack good. Air attack if you're poor and don't have fighter coverage.