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TD have lousy terrain modifiers and if you research HARM-armor then TD get even slower base speed than the Medium ARM i couple them with. TD is hardly used by me, mostly because they only matter against enemy HARM of which there aren't many. SP ART is usually included as the 4th brigade, but not always as it is costly. (i also build some 2xMOT/MECH+AC for mobile divisions so i research AC any way). AC is a brigade i really like as it is cheap and has decent soft attack so that fills my 2nd MOT/MECH in a division. Without spearhead your widht is allready 3, 4 is to much in my opinion. Personally my armor always has only 1 MOT/MECH. Upside is the AI does much better with more divisions than less, and having 2 width divisions means getting more of them in a fight.ĢxINF+2xART has most of the same benefits offcourse and is really strong, but has worse terrain modifiers, more supply usage and more cost so you can't make more of them than with 3xINF+ART, even slighty less. Also you need more (good) leaders but as Germany or any major that is not a problem either. The downside ofcourse is that 1 on 1 versus a 3INF+ART division it gets a bit difficult, but the AI doesn't make that many of them and with Gemany your armies are already strong. This enabled me to make more divisions for the same cost, with a higher percentage of ART and an option to add a few AT without needing superior firepower or trading in the ART in that division.
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I have had quite a good run as Germany once with 2xINF+ART divisions instead of the more usual 3xINF+ART division. which is probably true if you happen to be a rock radio station DJ. Everyone knows that Rock is just better than Paper or Scissors, right?. Of course, you'll find a lot of build strategies that claim that A is simply better than B, so you should focus on building A instead of B. I usually build one token CAS group while playing a major power, and rely heavily on TAC for the vast majority of my bombing runs. Since CAS has higher Hard Attack than Soft Attack, putting an air commander with a "tank destroyer" trait in charge of the wing is counter productive, as it makes the target softer, meaning that your CAS uses its lower SA value more often. If your opponent is building a lot of heavy armor, and/or adding MEC and SPART or TD to keep the softness down, then CAS pays off big time, but the AI won't do that. Note that TAC is better than CAS against soft targets, and most divisions are soft. Once again, situational, where they can provide a considerable advantage in specific situations, but aren't worth spamming across the board. MEC, on the other hand, can reduce incoming damage quite a bit if an opposing division doesn't have AT guns or Armor, but the presence of AT weapons can leave them no better off than MOT, and MOT are a lot cheaper to build and supply. The cost and supply needs simply can't be justified against the AI. Heavy Armor seems to be of dubious value in most SP games, and I've never built SHA. Those AT guns do next to nothing against the vast majority of the divisions that you'll face, so putting them in every division practically guarantees that you'll do less damage and take more damage against most opposition than if you added another INF or ART. Likewise with INF and AT, I only add AT to 1-2 divisions per Corps, which is usually sufficient to deal with opposing armor, if assisted by air power or my own armor.
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Regardless, I don't need that kind of piercing in every armor division in a Single-Player game and tend to add TD to about half of my armor divisions, although more may be necessary in a MP game, depending on what your opponents build. If you can't pierce without it, then a TD or AT brigade may be critically important.
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If your tanks can already pierce the enemy's armor, the TD doesn't add enough to be worth wasting a precious brigade slot. Even versus armor divisions, often only the higher Piercing value of the TD is significant. TD is better than AC against hard targets, but even the typical armor division is MOSTLY soft, so a higher HA value isn't a big deal. They're useful for attacking into cities, fortifications, and dense forest by negating some of the penalties (and can even make attacking the Maginot Line a viable option), and they speed up river crossings, but they're one of the worst choices in the game for attacking in open plains (Military Police are clearly worse, and AT guns attacking infantry are about as bad), due to their low base attack values.ĪC is better than TD against soft targets, and provides a small movement bonus to the entire division in several types of terrain. I'm a bigger fan of ENG than the average player, but even I only use 1 brigade per Corps at most.
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