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Base Stats
Speed--
HP--
Org--
Recovery--
Recon--
Suppression--
Weight--
Supply--
Reliability--
Rel. Bonus--
Trickleback--
Exp. Loss--
Combat Stats
Width--
Soft Atk--
Hard Atk--
Air Atk--
Defense--
Brkthrough--
Armor--
Piercing--
Initiative--
Entrench--
Equipment Cost
Manpower--
Training--
Fuel Use--
Fuel Cap--
Eq. Capture--
Production Cost: --
Terrain
Plains
Forest
Hills
Mountains
Desert
Jungle
Marsh
Urban
River
Amphib.
Fort
When you need a frontline that pushes rather than holds, this can be a decent option when you're looking at infantry templates. The 27-width hits the sweet spot for plains, hills and forest tiles. Two of these fit cleanly into a 54-width engagement without penalty, letting you concentrate serious firepower without overcrowding.
The org at 37.5 is not great but OK. Avoid feeding this division into sustained back-to-back engagements without rotation. The field hospital support company helps offset manpower bleed on longer campaigns, which matters at 11.9K manpower per division.
Supply cost of 1.44 can hurt a bit. This means your logistics need to be in order before committing these to a major offensive. Don't push through broken supply lines. This division will degrade fast without proper support.
Best used for: Main offensive pushes on prepared frontlines, coordinated breakthroughs alongside armour, sustained attacks in varied terrain, and any campaign where you need infantry that can genuinely crack a defensive line rather than just probe it.
Not suited for: Supply-constrained theatres, prolonged attritional combat without rotation, or facing heavy armour without tank support alongside. Piercing at 4.1 won't stop any serious tank division.
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