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Template

The Trees whisper for ur blood.

Each trentry units giving 15 breakthrough here, these are what we call juiced trees. Fast. Coordinated. And very low supply use. Pretty much every slot was used for % breakthrough on rangers. Mind you, this doesn't use good tanks like my other designs, I just threw on the cheapest trash I could because I wanted to see the stats i could give the inf.

showcase special forces low supply +2
Tank

What do you think

Is this a good late game medium for USA

showcase rate my build speed +2
Ship

Semi agile screen sweeper.

Designed to max out as many accuracy bonuses as humanly possible while being able to hide behind screens, and still having a dodge chance. The last 10% visibility down from the spirit and all grand doctrine bonuses are being ignored here for some reason (I've had a bug where these two things have never had an effect for some reason,) not sure why. (Between the raiding shipbuilder and the vis down bonus I'm getting from my capital ship doctrine, this ship should have pretty low visibility.... But convoy warfare should let you get another 10%ish visibility from your admirals once you roll a blockade runner.) Essentially, this things statcards showing -30% visibility, but it should peak out at about -50% visibility and another +10% speed and 10%-25% attack when you get a proper admiral for this thing. Funny enough, while the medium batteries are incompatible with light batteries, heavy batteries are A-OK with this, which makes sense, as the devs aren't used to needing to script for coastal defense ships existing. Effectively, its built to have armor that somewhat resists meta destroyers fire, to be fast enough to keep pace with smaller escort carriers, enough AA to pancake planes (Each time the aircraft fail their agility roll against this thing, quite a few will die!) and the ability to stack as many positive accuracy bonuses as is humanly possible.

costal defense ship speed
Template

Stat Vomit

A division that feeds you anti-tank shells like you were a baby bird.

speed
Template

32.7 KPH in za desert.

I tried to design a gas turbine light tank that could keep pace with this, I failed. I had to give it a maintenance company just so it could loot everyone's gear while moving at unholy speeds.

meta belgium speed +1
Template

Flying Around at the Speed of Sound

Speed? I am speed. 20.5 kph in plains and deserts. I originally just wanted something with moderately low supply and IC cost with a high speed to quickly secure large amounts of territory, flank in a most annoying fashion, and outrun reinforcements to their retreating tile when possible. With just enough breakthrough and defense to be be able to leverage that speed, org, and HP. Then I chose to make things as fast as possible, baring making your mechanized faster and dropping all the light tank's armor. Personally, I think 18.1 is more than enough, which lets you take Attached Wood Gas Generators and Fuel Efficiency in your Motorized Equipment and Fast Tank MIOs. If you don't have a fast tank mix, just try to match your trucks/mechanized for speed.

showcase offense speed +1
Template

We've broken the 12km speed barrier boys, we trucks now.

I realized there were two 5% speed bonuses I had been missing in streamlined deployment. With the 5% from our spirit (Which applies at country scale, not here,) and a speed general we could probably get these to be as fast as the later armored cars. If only we could have the 5% speed from a support equipment manufacturer actually go on support equipment, so we could break the 13.5 speed on an open plain barrier.

infantry speed
Tank

Light Spanksgeshuts

With mobile defense, and all the stat upgrades, you too can pull 16 hard attack from a light SPG while STILL cutting corners on your MIO. (Using support anti-tank and light tank recon for a grand total of +25% hard attack.) You then are left with the choice: Gigabuff the light tank recon while having decent self propelled guns with mobile recon, or gigabuff the SPG's with self propelled support. Its a low tech light tank you can make out of five techs. (Maintenence 1->2 Radio 1->2, artillery upgrade 1.) For this, an infantry tank or assault gun manufacturer should be vaguely interchangeable. ________________________ An alternative build is just deciding 13.2 hard attacks good enough, choosing streamlined deployment or armored cavalry (Armored cavalry would let you push this things cost down to 6,) and aiming for Airborn light armor instead of Armored recon companies. ________________________ NOTE: With these howitzer -> Hard attack spam hulls, we actually have a major advantage: We have such massive modifiers on our soft attack and hard attack that cutting corners practically doesn't impact our final attack scores a meaningful amount. We can reap the 10% discount, but aren't that impacted by its costs.

showcase offense speed +1
Template

Assault Anti-Tank!?!?!?

So.... I never thought I'd be pushing anti-tank to be a breakthrough asset, yet here we are: ~9 breakthrough per 1 combat width. Its almost as dense as mechanized, and a good 7 org more per combat width then properly maximized tube artillery, (Albeit, it loses to fire concentrated tube artillery here.) Tank destroyer force gives MOT At a disturbing amount of breakthrough, and fire concentration of all things... Makes it just an oddly good source of generic all around firepower. I'm in awe. Lets you push it too 13 org, which is one of the highest possible for non-motorized artillery. (Note: Flying battery only buffs rocket and tube artillery org, so the 23 possible there is not available for actual anti-tank guns.) I do think I see a funny bug, anti-tank has 5% hardness, but its showing as 0.5% hardness, this division does mitigate a quarter of sort attacks via its hardness. (Also, I was testing the Anti-Tank battery hard attack bonus on individual excellence, and it seems to have stopped working for light infantry again after we renamed it from commandos to individual excellence again.)

showcase italy offense +2
Template

The magyars are tired/juiced (Speedy rangers.)

Yeah so, the hungarians having a good support eq manufacturer lets you make your rangers go pretty decently fast with what we in the business call "Good terrain modifiers." Also very good coordination, OK initiative. (~+15% from doctrines on both!) I gave up on HP to get a unit with a better density/ability to cram into forests.

showcase speed infantry +2
Template

Honey I juiced our RAT

So yeah, commandos, rapid domination, and fire concentration all stack crazy amounts of breakthrough on regimental artillery, obsoleting most need to invest in the support weapons technology as almost does not matter at all! As such, we get these Juiced RAT-s, regimental support companies with up to 16 breakthrough each and too much soft attack. For a change of pace, I went with motor infantry here because they might still get a 10% HP buff soon, a little cozy rapid domination with our RAT. (Yes, this doesn't optimally use our bonuses from concentrated firepower, but I'm not crying over the 1.6 combat width, just think, leg infantry can be even stronger.) _________________________________________________ With superior firepower+Rapid emplacement you get 16 per rat, mobile warfare frees up your army spirit slot and you get 17.2 per rat at maximum rat potential, but this only results in 3 breakthrough increase due to the loss in line artillery stats. _________ If the summer beta mobile warfare generic armor buff is adopted, things get spicier, with a maxim RAT breakthrough being around ~18.4 (Not to mention, the discounted light tanks could enable you to get 100 breakthrough off of a cheapo support company.) This would be kinda funny, given how superior firepower only really holds any place at all due to its good defensive stats (As its attack bonuses are limited in current patch,) and the tactical withdraw tactic. So we would have giga juiced mobile warfare + grand assault, and a SF that's mostly focused around tactical cheese holds.

showcase motorized infantry universal +1
Template

Assault Mech

So yeah, with all arms anti-tank defense you can get mechanized infantry to almost be 1/1 soft attack and hard attack, after me having taken several doctrine paths that max out the soft attack of mechanized. That and, +30% breakthrough on mech for that sweet 26 breakthrough per inf unit. (Once you level up the mech here to max, here we are only getting ~19.8 breakthrough.) This is using 1939 inf weapons still. Mind you, I'm using an MIO on them with giant soft attack bonuses and limited hard attack, because funny. I think our only MIO milestone giving "Hard attacks" is just a pistol cartridge (9x25mm cartridge lol.) In theory, this can be twice as strong if you replace your artillery with a bunch of self propelled guns or tanks due to some doctrine quirks. I didn't want to design self propelled guns for this for 30 minutes. (Tank hard attacks EXTREMELY JUICED, 10% armored recon, + 10% mobile defense, +5% SPAT.... Plus all the tech and MIO bonuses.) Orgs a little low, but still within reasonable limits for a hard and in charge unit. Also, there is the mech variants allowing for another 50% discount to be stacked here so this is a much cheaper unit than shown (~7500.)

showcase rate my build speed +2