
Nothing really can challenge them effectivly. Hardness, armor, and attack all work better when stacked. Less so for lights due to lower stats and for more mobility. Tanks in concentration work better then spread out. Use it only if you don't have problems with manpower.ġ5 medium + 5 motorized or 16-4 with mechanized tank divisions are a beast in combat. Use equipment conversion to convert old tanks into modern SPGs to save IC resources. (TD -> medium tank?)ĩxARM+ 4x SPG + 5x MOT/MECH.

You can later switch some of the tanks for self-propelled artillery/tank destroyer depending on your needs:ģxARM + 3xMECH + 2xSP-ART + 1xTD Mixed armor division that can deal with any situation. A good spearhead and breakthrough division that can hold against counter-attacks.ĤxSP-ART + 2xARM + 2xMOT (20 width) Incredible SA that rips through enemy Infantry, with (barely) acceptable ORG value.ĥxLT + 2xL-SPG + 2xMOT - light tank/light SPG/motorized.ĦxARM + 4xMOT. Keep them as a reserve in the rear and strat redeploy them into important battles where the enemy airforce is harassing you.ĢxSP-ART + 3xARM + 4xMOT (20 width) Has great SA, good HA and decent ORG. Keep them in reserve and use them in large stacks (8+) to halt enemy armored spearheads.ĢxINF + 6xAA (10 width) Low ORG, but high AA. Good for breakthroughs.ĤxINF + 2xAT (10 width) Great balance between SA, HA and cost. Good for majors with an Offensive leader.ġ0xINF + 2xART Adjusted template that adds a few extra INF divisions to make use of the -0.4 frontage reduction from the Mass Assault Doctrine tree.ĤxINF + 4xART (20 width) Has lower ORG than regular Infantry, but more firepower per frontage. Good for majors.ĨxINF + 2xART (22 width) Same as above, just with an extra INF to get to 22 frontage. LOG means you can squeeze in more divisions per Supply Region (great for GER / SOV / USA), ENG gives a good advantage when defending. Good for minors.ħxINF + 2xART (20 width) Good all-around division that can fend off tanks on it's own and even inflict minor losses to air units. Unlike the police units you want them to be fully trained.ħxINF + 2xART (20 width) Same as above, but much better when attacking. Stick some more infantry and artillery in them and an engineer support and you have a cheap, powerful unit. Don't have to be limited to 20 width, since they are meant to fight alone. Add if using SP with integrated support.ĤxINF + 2xAA A defensive unit designed for island garrison duty where enemy air power is more threatening than tanks. Useful for poor minors and to garrison ports. ( )ġ0xINF (20 width) Cheap and affordable, but not much else.

Also take in consideration the advantages / disadvantages of the first 2 branches of the SP doctrine when adding your support divisions.

Take a look at this long post I've saved / edited across my findings from this sub / elsewhere (I'm on mobile ATM and I can't edit the post so you will need to scroll down a bit).
