Blitzkrieg Unleashed - Designing Invincible HOI4 Tank Divisions

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  • čas přidán 10. 05. 2024
  • In this video I go over all of the best tank designs you could want for hearts of iron 4. Designing tank templates can be intimidating and for many players simply having a design to use or as a starting point to make their own is very helpful. These can fit into an division templates you want to make which is best at 34 width. Areas covered include light tank designs, medium tank designs, heavy tank designs, as well as modern and super heavies for the various years and techs you get throughout the game. Any questions just leave a comment!
    Division Templates: • Powerful Division Temp...
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    0:00 Start
    0:38 Light Tanks
    4:10 Medium Tanks
    7:16 Heavy Tanks
    9:04 Modern Tanks
    9:51 Super Heavies
    10:14 Flame Tanks
    #hoi4 #tanks #tankdesign
  • Hry

Komentáře • 87

  • @Hammurabae
    @Hammurabae  Před 6 dny

    More HOI4 Guides To Learn: czcams.com/play/PL36TqZI0G590EIwg3aPFMT54uB_Y2I6tB.html&si=t5mQde_bG3Tcywh2

  • @fluxooooooo
    @fluxooooooo Před 4 měsíci +7

    Thanks because i never found a video this good that features all the tanks! Ur a hero.

  • @john-hy3gb
    @john-hy3gb Před 4 měsíci +6

    thanks helped me alot still after a year learning hoi4 and your md videos helped me alot to understand md and have fun with it as it is hard if you dontt understand md to have fun with it

  • @elmercimek7814
    @elmercimek7814 Před 4 měsíci +25

    always put radio on your tanks, no matter what thier level is

    • @Hammurabae
      @Hammurabae  Před 4 měsíci +5

      The bonus is not alwaysworth it depending on what you want. Breakthrough is great but if you make a tank with very little of it the bonus isnt worth. Radio is generally great but its not 100% of the time useful

    • @atharwamalawade259
      @atharwamalawade259 Před 4 měsíci +6

      ​@@Hammurabae
      In what scenarios is it not useful??
      I'm a noob so I'm not too sure.

    • @elmercimek7814
      @elmercimek7814 Před 4 měsíci +18

      @@Hammurabae we all know what happened to french lol

    • @MixieCheek
      @MixieCheek Před 16 dny

      @@atharwamalawade259 if you want your tanks to focus on snaking (just driving into your enemy's territory; not fighting enemies)
      or for AA tanks!

  • @YeEpIkAiYeI
    @YeEpIkAiYeI Před 4 měsíci +34

    I am surprised you didn't talk about spg's (armored artillery)

    • @minatomadara3436
      @minatomadara3436 Před 4 měsíci

      Yeah they are really good but cheaper and have huge soft attack

    • @RigbyWilde
      @RigbyWilde Před 4 měsíci

      Me two. Combined with flame tanks, these beasts slaughter infantry divisions

  • @rotecly
    @rotecly Před 3 měsíci +1

    nice video, very well made, but i would really love to see you play hist MP with these designs xD

  • @francis5600
    @francis5600 Před 3 měsíci +1

    Mainly commenting for to bump your vid in the algo. It's a nice video and I enjoyed it, I will say though that you should always tailor your tanks to the speed of their meat shields, i'e 4kph for tank + inf, 8 kph for tank + mech, 12 kph for motorized and Tank, that way you don't have any lost production or over-engineering. Big love, keep up the posting

    • @krystiannona7141
      @krystiannona7141 Před 3 měsíci

      cavalry have 6.2km.
      So you are slice faster then inf.
      also 10km is very nice.

  • @JosTheMan1
    @JosTheMan1 Před 4 měsíci +20

    Note for myself:
    0:37 Light Tank 38"
    2:11 Light Tank 40"
    3:25 Light Tank 42"
    4:31 Medium Tank 38"
    5:30 Medium Tank 40"
    6:13 Medium Tank 42"
    6:51 Medium Tank 44"
    8:05 Heavy (paper) Tank 38"
    8:12 Heavy Tank 40"
    8:38 Heavy Tank 44"
    9:54 T-Rex
    9:27 Modern Tank
    -----------------------------------------------
    1:00 Light Destroyer 38"
    2:41 Light Destroyer 40"
    3:45 Light Destroyer 42"
    5:02 Medium Destroyer 38"
    5:55 Medium Destroyer 40"
    6:28 Medium Destroyer 42"
    7:00 Medium Destroyer 44"
    8:25 Heavy Destroyer 40"
    8:54 Heavy Destroyer 44"
    9:45 Modern Destroyer
    ------------------------------------------------
    1:49 Light Anti-Air 38"
    3:00 Light Anti-Air 40"
    4:02 Light Anti-Air 42"
    5:15 Medium Anti-Air 38"
    6:05 Medium Anti-Air 40"
    0:00 Medium Anti-Air 42" - idk just fuck a round
    7:06 Medium Anti-Air 44"
    9:00 Heavy Anti-Air 44"
    -------------------------------------------------
    10:16 Light Flame Tank 40"
    10:38 Medium Flame Tank 40"
    ---------------------------------------------------
    Question: at the 8:12 the heavy tank shows as being designed as an aa?
    Would also like to see an amphibious tank design!

  • @overlord82kz43
    @overlord82kz43 Před 3 měsíci

    Thnks for design ❤

  • @kianvandenberg6364
    @kianvandenberg6364 Před 4 měsíci

    I’m gonna have to try out that king tiger

  • @kaylenjoyer
    @kaylenjoyer Před 8 dny

    I understand that most people who aren't tactically challenged like me are looking for guides on how to build the best tanks. I on the other hand have the problem that I am just unable to push even with the most optimized tank design and divisions. Like what do you use tanks for, how do you use them, where do you use them and how do you micro them? There are 1000 tutorials on tank and division design but I couldn't find anything on how to actually use tanks.

    • @dutchrjen
      @dutchrjen Před 7 dny

      I have lots of experience with the game. I just took over the USSR as Finland in 1941 with 60% of the war score and only 28K casualties.
      I have lots of tips on how to build tanks, setup tank divisions, and how to use tanks in battle.
      1) Tanks should focus on a speed of ~8 kph while having the most soft attack possible and a decent breakthrough. SA is what does the actual pushing and a good enough speed ensures you can take the tile before enemy reinforcements move in.
      I build medium tanks with three-man turrets, medium howitzers, heavy machine gun, wet ammo storage, radio, and maintenance module with a gas engine, welded armor, and a Christie suspension. This gives about 50 SA, 40ish or more breakthrough, and ~8 kph. The reliability is close to 100%. I generally shoot for >90% reliability. There is a formula to figure out how high reliability needs to be for X number of equipment in a division.
      2) You want enough breakthrough so your division will have more breakthrough than enemy attacks. The armor bonus (little gold symbol) is nice but not necessary. You can have say very heavily armored tank destroyers and you can put just one of those in the division to drastically increase its armor. Too much breakthrough is WASTED. Each point of breakthrough added is less important than the last and all breakthrough above enemy attack is pointless. Every additional point of SA does more than the last so SA should be the main focus of any pushing tank. In general HA is way less important because even AI tank divisions often don't get 50% hardness in the field and most divisions have 0 hardness.
      3) For division composition go for high hardness. Mechanized is very important for this. I shoot for 70 to 80% hardness. If an enemy infantry division has 400 SA and only 100 HA and your division is 75% hard then the SA is only 100 and the HA is 75. A huge often overlooked stat is hardness. Hardness is easily as important as breakthrough.
      I go for eight mechanized infantry battalions and eight medium tanks with maybe a tank destroyer and/or self-propelled AA in the last regiment column. This is 32 to 36 width. This is a perfect width for plains, deserts, and it works well in forests and urban. This terrains are where standard tank divisions should be used.
      For support companies I often go for engineers, flame tanks, support AA, field hospital, and maintenance. Maybe support artillery. Field hospital is nice as it prevents experience loss and if you use tanks well you can get them to veteran status quite fast. Veteran units get a 75% bonus on stats so it is quite powerful. The engineers help with terrain issues while the support AA provides piercing and HA and protection from enemy planes. Maintenance prevents some attritional losses and captures some equipment (and I researched it to get the maintenance module for tanks anyways).
      When I use the tank divisions, I only build a small number. Generally, only 2 to 4 and even with a major like Germany I only go up to at most 8 to 12. I put the tanks in their own little army and often under an offensive orientated field marshal while my infantry are put in units of 24 with a defensive field marshal. I pick good generals with tank and offensive traits.
      The small army size allows me to use staff officer planning, force attack, and last stand without burning all command power. It also allows me to ensure the few tanks always have full equipment and the generals are fully focused on getting panzer traits.
      For attacking I put the tanks on a front and use staff officer planning to get to max planning. Planning allows for up to 50% increase in stats while attacking. Sitting for a few days and then attacking can be quicker than just attacking. However, if the enemy is very weak just attack them as they are digging in while you are planning.
      I generally try to attack with tanks on plains. I try to get air superiority and use CAS. Both of these increase the stats of the divisions. Air superiority adds up to a 25% stat bonus which is HUGE. Remember every extra point of SA added does more than the last. All SA over defense rolls for 4x the damage. If you are attacking with 300 SA and the enemy has 200 defense, then the effective SA is 4 x 100 + 200 = 600. Adding 25% to the 300 is adding 75 which can then be multiplied by 4. Adding just air superiority at a max 25% here would increase effective SA to 900. Causing strength damage to an enemy is what drops org and causes enemy divisions to rout.
      High SA attacking divisions paired with air superiority buff of 25% is really powerful. You can then pair this with another 25% of railway guns and/or shore bombardment from ships. Add on CAS to directly attack enemy org and strength in battles. Also, you can use logistics strikes to cause them logistics issues and you can capture or strat bomb their logistics.
      All the buffs combined are VERY powerful.
      Next do not attack with tanks in mountains, marsh, or jungle. Bad weather like snow should also not be attacked in. Avoid attacking in mud at all cost. Support companies that buff attack on bad terrains are very useful. Always look at the weather.
      I generally shoot for four tank divisions (that's all I need) but this is not the end of my armor. I also have the same division with marines. However, I use amphib tanks (preferably medium amphib tanks with the propeller module) and amtracks. The division is the same basic composition except I use pioneers instead of engineers. I generally go for a speed of 6.4 kph here.
      The armored marines work well in jungles, marshes, naval invasions, and pushing across rivers or straits. Armored marines are VERY useful as rivers and other water obstacles are common.
      Mountains can have a variant of tank division that works. I take 9 mountaineers, rangers, pioneers, flame tanks, two amphib tanks, two medium tanks, support art, and support AA. These can push well into mountains and keep the mountain infantry symbol (by that point I often have a general with the infantry and mountaineer traits). This is 26 combat width and 25 is optimal for mountaineers.
      I use tanks to push to the next supply hub or port and use infantry to protect flanks of salients. I shoot to capture logistics and to surround and destroy enemy units.
      With a high industry country like Germany you can build a few more tank divisions and also build a bunch of small and speedy motorized divisions that can quickly fill in salients created by you tanks.
      If you've got a low supply area (this happens a lot) and can't push to the next supply hub then use resupply transport planes and set your tanks to truck logistics. If this still does not work then leave infantry on the front lines and pull your tanks back to where there is supply. Let them get full fuel supply then use strategic redeployment to move the division fast. Strategic redeployment will let the division get to the front without burning any fuel. You can also put extra fuel tanks on your flame tanks to help get enough fuel. You can then push for a few days before running out of fuel. Hopefully you will take the next supply hub then you can defend and use last stand if you have to so you can keep the hub. In many places there is a long distance between supply hubs making some sticking points. There is no easy answer for this and this problem existed in real life. The Germans had a major one outside of Stalingrad where they could not bring enough soldiers in early in the battle to take that city event though Germany had millions of reserves at that point. Logistics is a pain and requires a lot of thinking. Logistics companies do not help as much as they should. They reduce supply consumption but do not solve the problem of supply range. Without build more supply hubs and/or ports there will be areas of the map where tanks just can't get fuel to function. This is why I also have a few heavy spec ops infantry divisions to push these areas (Mountaineers and Marines without tanks and with artillery).
      Logistics is also a pain because allies will clog areas with too many of their divisions. If you own the supply hubs or ports you can turn off supply to your allies. I use this often so I can push (not to hurt my allies but them putting 10 infantry divisions on a front-line cell doing nothing makes it impossible for my two tank divisions to push unless my units get the supply). The AI is often quite dumb.

    • @kaylenjoyer
      @kaylenjoyer Před 7 dny

      @@dutchrjen Thanks a lot! This is exactly what I was looking for! I still have some follow up questions, I hope it’s not too much of a hassle :D
      First, for 2) how do you know how much breakthrough will be optimal then? Do you have a feeling for the attack values AI divisions use in a certain year? Do you have a certain number that you always try to reach? Also if you are taking out the USSR as Finland in 41 that means it’s still early/midgame. Do you think that tank design philosophy changes a bit in lategame with all the extra tech and modifiers from military industry?
      For 3) you say that HA is an overlooked stat while also saying that it is not as important. Did you mean hardness? Or should tank divisions have HA as well even though you go for howitzers on your at tanks?
      For division design, do you not value recon/rangers and radio? I feel like there is so much conflicting information on support for tank divisions online. For example Hammurabae is saying that radio is incredibly important for tank divisions and as far as I understand it, recon helps with any offensive division. Is it just about not being able to research all support divisions equally?
      For terrain, the only one you didn‘t mention were hills and they are quite common. Do you get your mountaineers for those or just muscle through them with your tanks? Also, am I understanding it correctly that an attacking army group for you has tank, marine and mountaineer armies, they are all close to each other and you bust out the marines everytime there is a river crossing and your mountaineers for every mountain etc? And once you cross a river you use your regular tanks again since they are faster? And what about very mountainous regions like Slovakia or the Caucasus?
      Then division numbers: you said you have very few tank divisions but what about the armored marine, armored mountaineer and those spec ops divisions without tanks? And when you push with your tanks do each of those 2-4 divisions attack their own tiles? Do they all attack the same one from multiple directions? Do you ever have 2 tank divisions on the same tile? Do you attack in multiple areas at once to set up a big encirclement?
      For pushing, whenever I managed to break through the lines I often went overboard and tried to get a screenshottable encirclement, getting my tanks encircled due to being out of position in the process. Do you just push from supply hub to supply hub and the encirclements come naturally from doing that? Do you intentionally move along railways so that the newly conquered hubs are actually connected? Same as most new players I have massive supply issues all the time.
      Lastly, when playing a country with less research slots, what do you prioritize? For example I like playing France but it takes forever until you get even just a 4th research slot. It feels impossible to stay up to date with infantry, armor and airforce research at the same time. In those situations what do you prioritize/sacrifice? Can any of these weaknesses be covered up? Like putting more AA in your divisions if you lack airplane tech for example.
      Thanks again for taking the time to write all this down! I know it must all be pretty obvious for an experienced players but I had real trouble and understanding how to wage war. I was starting to get pretty frustrated with the game tbh and you have really shed some light. So far I basically always fought WW1 style with very slow pushes and huge casualties. Thank you so much!

    • @dutchrjen
      @dutchrjen Před 7 dny

      @@kaylenjoyer "First, for 2) how do you know how much breakthrough will be optimal then?"
      That depends on the year, who you are going to fight, and the conditions of the fighting. I shoot for a breakthrough of ~200 to 300 earlier in the game and ~500 later in the game. As enemy SA goes up breakthrough should increase. In many cases with hardness of tanks this level of breakthrough is not needed. However, divisions in the field will suffer from less than 100% strength at times even if you have stockpiles and they will get negative terrain, weather, and supply modifiers at times no matter what you do as a player.
      The division I am looking at now in 1943 that I have has 600 defense, 500 breakthrough, 596 soft attack, and 105 hard attack with 74% hardness, 42 armor, 34 org, and 58 piercing. The high SA cuts through most divisions like a hot knife through butter.
      "For division design, do you not value recon/rangers and radio?"
      I value recon for defensive divisions sometimes, but I rarely research it (especially now with Rangers). If you have a good general with the right traits and the right tactics for the doctrine and divisions he leads then you do not need recon. Recon does very little for you (unless you have line artillery as it can give a 10 to 20% SA boost). Rangers are very good for terrain modifiers. I mentioned a "mountain tank" division that had mountaineers and some tanks. That division also has pioneers and rangers. Radio is extremely good as it gives a tank decent defense and breakthrough for a decent price (especially later radios). I put very little value into signal corps. I coordinate my tank battles and my tanks are fast so signal corps does next to nothing.
      Terrain modifying support companies are priceless when used properly. These include engineers, pioneers, rangers, flame tanks, and some nation specific ones like winter logistics for Finland and jungle logistics for Brazil. Recon allows units to go faster but does not give attack or defense perks on different terrains. Flame tanks are extremely useful for tank divisions. Engineers are okay for tanks (especially for pushing forts or crossing rivers) and importantly do not slow the division down unlike pioneers or rangers.
      "For terrain, the only one you didn‘t mention were hills and they are quite common. Do you get your mountaineers for those or just muscle through them with your tanks?"
      Regular tanks can work well on hills and in forests but the "mountaineer tanks" can also work well on this terrain. I do not find hills to be a hard terrain to push.
      "Then division numbers: you said you have very few tank divisions but what about the armored marine, armored mountaineer and those spec ops divisions without tanks? "
      I shoot to have at least 4 regular tank divisions, at least two armored marine divisions, and two to four armored mountaineer divisions. I mostly play minor nations now because majors are way too easy for me so you can double this for say Germany. You do not need any more than this though.
      "And when you push with your tanks do each of those 2-4 divisions attack their own tiles?"
      There is some snaking. I generally maximize attack against an enemy tile. This is often two tank divisions attacking a single tile. I often get a planning bonus in a high supply area for my side at the start and attack the weakest part of the enemy lines. I then break the enemy but do not advance as I rout other enemy units on nearby tiles. After breaking the enemy's units in an area a couple tiles wide I then push each tank division forwards on one of the tiles and push forwards as far as I can and let motorized or infantry divisions hold the flanks. I shoot for the next supply hub or port. I have trapped 200 Soviet divisions in an encirclement this way with Germany, but I have also focused on trapping just a couple as say Afghanistan. Knowing how to do this takes practice and time to understand.
      "Also, am I understanding it correctly that an attacking army group for you has tank, marine and mountaineer armies"
      Yes. I have an offensive army group with a general that has tanks (focus panzer leader, engineers, and brilliant tactician), another general that has armored marines (focus panzer leader, engineers, and naval invasion), and a third that has armored mountaineers and mountaineers with artillery that has a focus on mountaineer terrain trait and infantry. Other terrain traits that pop up for these can be nice.
      I am good with paratroopers but do not use them because I've never seen the AI use them and it just feels like cheating against the AI.
      "Do you attack in multiple areas at once to set up a big encirclement?"
      I generally do one or two prong attacks. As a big major like Germany, I have done up to three. If using tanks properly you do not need that many tank divisions. I also mostly leave my infantry just sitting there and moving forwards into holes my tanks make.
      "Do you just push from supply hub to supply hub and the encirclements come naturally from doing that?"
      Yes, a lot of the time. I want to disrupt a line so badly along about three to four tiles THEN rapidly push it backwards and rush to the next supply hub before I run out of fuel. I can then hold until railways are connected to my supply network. Real battles are a bunch of smaller and rapid pushes and not just giant continuous pushes. The game is trying to get you to do this. I like really messing with an enemy where I have good supply (and the enemy does not) but not moving forwards much THEN rapidly pushing but not forever but to the next supply hub or port. I do not like having battles at the end limits of my supply, but this is sometimes unavoidable.
      "For pushing, whenever I managed to break through the lines I often went overboard and tried to get a screenshottable encirclement"
      In real life and HOI4 you need "operational pauses." These can be a week or two to allow supply and planning to catch up. Extending beyond your own supply lines is a good way to get your tank divisions out of fuel and hard to retreat to safety. The game has 10 days for supply hubs to connect to your network to simulate this. This happens in real life also.
      "Do you intentionally move along railways so that the newly conquered hubs are actually connected? "
      Yes. Absolutely. I start with a bit wider salients but they snake a bit towards the end down to one tile wide and they look to secure supply hubs and railways. This is common in real life. Russia had advances that looked like lines of spaghetti on the map of Ukraine in the current war. In war everyone is trying to secure important roads, rail, and supply centers.
      "Same as most new players I have massive supply issues all the time."
      Half of warfare is logistics and it always has been. Truck and horse logistics go up in vehicle/horse requirements exponentially in real life for every km further a supply line is extended. The game shows this realistically. This is a huge problem and it always has been. Trains and ships are ways to bulk transfer supplies. Rivers and seas have always been massive supply networks in war. Rome had their borders on major rivers and then sent supplies down the rivers.
      Every general has problems with supply. It's the whole "fight concentrated but march divided" issue. Fighting concentrated means maximizing attack to overcome enemy defenses but marching divided is done so you do not over tax logistics. These two are inherently opposites and it is hard to figure out how to do both at the same time. In real life cities, gas stations, ect are spread out at favorable distances to ensure decent supply for those traveling. During war this breaks down. The enemy will control the next set of gas stations and railway hubs when advancing towards them so there will be supply dead zones between. Many supply centers will be damaged, destroyed, or still occupied by the enemy.
      Advancing supply lines is not easy in war and should not be easy in HOI4. There should be bottlenecks and hard to advance places. Supply will ALWAYS be a challenge at times in HOI4 but any supply obstacle that you see has a way to over come it. There are too many ways to fix supply issues and I can't explain them all (the comment would be way too long).
      "For example I like playing France but it takes forever until you get even just a 4th research slot."
      Infantry guns generally come first (support weapons can come later). If I have way too few factories, then industry comes in a close second. I also like to have artillery and AA researched. Electronics are important techs to research. A 1938 medium tank and the first armor research to get welded armor is all you need for armor tech to get the basics. Riveted armor can work also if welded is too expensive. The next priority is engineers. I then like to have up-to-date light airframes with up-to-date engines. Heavy machine guns for aircraft is nice to get. I can get all of this with any nation even Ethiopia which has horrible research speed and slots.
      I generally start researching naval after I won major land wars later in the game and also research heavy airframes. For naval I focus on subs first as they are by far the most useful then on light cruisers focused on soft attack.
      You will never have all techs updated. This happened in real life.
      You have to figure out what you really need and research it early enough so your production lines can make it and field it in time for war. You have to think YEARS ahead of time. What you need depends on what resources you have, what enemies you face, how large your fronts will be, etc. There is no one right answer and it is not something easy to answer.

  • @skyebendorf915
    @skyebendorf915 Před 4 měsíci +2

    Hey just curious with the... changes coming out of the Babylon rp server can we expect to see multiplayer rp from you again? I'd hate for that to disappear

    • @Hammurabae
      @Hammurabae  Před 4 měsíci +1

      Unfortunately I was pushed out from the server by the current owner in a really shitty manner. Due to that I along with a lot of the old staff left the server. Given the reasons for how it happened and what they wanted to change before it went down I want to stay completely unassociated and will not be returning. MP I may start to run again in the future but it wont be there.

  • @Basedpilledandtradmaxxed
    @Basedpilledandtradmaxxed Před 4 měsíci +3

    What's funny is that most of these designs would be GOD AWEFUL irl lol. I know that the module choice is just for stats but many of these would just not work at all

    • @-the_emperor-1660
      @-the_emperor-1660 Před 4 měsíci +2

      I mean just the combination of "M26 icon, Pz. VI Tiger blueprint, and Pz VIII. Maus Model" shouldn't be allowed. but here we are. Putting extra turrets on, regressing ourtank designs back to the Great war.

    • @sirarthurwesley3464
      @sirarthurwesley3464 Před měsícem

      they are god awful in game as well

  • @gozinde
    @gozinde Před 4 měsíci

    Merry Christmas

  • @AverageAlbanian123
    @AverageAlbanian123 Před měsícem

    I have a question: why not change the suspension doesnt it just give it better stats to no downsides?

  • @ahmetqatarneh5501
    @ahmetqatarneh5501 Před měsícem +1

    how to open this menu?

  • @_Anti_dote_
    @_Anti_dote_ Před 4 měsíci +1

    there is no such thing as 1942 tank chassis in this game, can you explain it? Or is just a model that you recommend us using in 1942?

    • @Hammurabae
      @Hammurabae  Před 4 měsíci +1

      Suggested designs in the year. I try to give options for different points of a game

    • @Gameradam002
      @Gameradam002 Před 4 měsíci

      ​@@HammurabaeWhat Main Armament did you use for 1942 TD Light Tank?

  • @twentytwan7965
    @twentytwan7965 Před 4 měsíci +4

    Sorry but i might have missed it. Why do you almost never increase armor on tank design? Is it not necessary against the ai?

    • @joebno3
      @joebno3 Před 4 měsíci +1

      it is always useful he prob just doesnt alter or forgot about it but you want tanks to be at least 12kph and 75-80% reliability so adjust armor and engine stats off that

    • @twentytwan7965
      @twentytwan7965 Před 4 měsíci +1

      @@joebno3 Why 12kph? Why not 8kph?

    • @joebno3
      @joebno3 Před 4 měsíci +1

      @@twentytwan7965 trucks default speed is 12 so if your tanks are 12 you won't have any speed penalties

    • @Voidzdomain
      @Voidzdomain Před měsícem

      ​@@joebno38kph is just especially considering by 41 (aka most of the war) you will have switched to mechanized

    • @joebno3
      @joebno3 Před měsícem

      But if using light tanks I keep it motorized. Why waste mech for light tanks? I personally wait till I have enough for my whole army then swap to mech with med or heavy tanks so I don't deal with debuffs. But definitely keep it at least 8kph for late game. I just forgot to tell this part.

  • @epicsnake21
    @epicsnake21 Před měsícem

    For the tank, what is the module in the third top slot called (in-between improved cannon 2 and armor skirts)? I've looked at the designer and all my research and I can't find it

  • @NoneYa-cb9rm
    @NoneYa-cb9rm Před 3 měsíci

    RIP millenium dawn economy guide

  • @fluxooooooo
    @fluxooooooo Před 4 měsíci +3

    8:10 why is it a AA tank?

    • @camel9568
      @camel9568 Před 4 měsíci

      it has the anti air cannon

  • @chiefadvisor6474
    @chiefadvisor6474 Před 3 měsíci +1

    Hey Hammurabae, I have been making a discord server for hoi4 to teach new players the basics of the game and to bring more players to understand some mechanics that alot dont know
    Pt 2 in reply

  • @SandboxRaptor
    @SandboxRaptor Před 2 měsíci

    I dont know why but sometime i make my tank similar to the preset so its not to op when i play historical otherwise id be killing everyone instantly which is not rly that fun i only use these when i play for achivments

    • @Hammurabae
      @Hammurabae  Před 2 měsíci

      Its easy to get to the point you can beat AI 99% of the time. Gotta do some self regulation unless you’re doing achievement runs tbh

  • @siedzihector9938
    @siedzihector9938 Před 3 měsíci

    Then maybe i will present a advanced medium tank, that is quite good, very cheap and very reliable. Combine 3-man medium turret. Improved Medium Canoon, Radio 3, 3x Extra Ammunition Storage, Boogie Suspension, Riveted Armor, Diesel Engine, Engine upgrade 0, Armor upgrade 4.
    Such tank is extremally cheap, because i used only 4 armor upgrades and free modules. It costs only 11.5 IC, 4 steel, 1 tungsten and 1 chrome mostly due to expensive cannon. Radio combined with Extra Amunition Storages quickly scale both breaktrough and defense to the high values, so your tanks will be as good in offesnive as in defensive even with cheaper types of infantry like MOT, CAV, INF or even Bicicles. If you will meet reliability issues, then replace Extra Emmunition Storages into Easy Maintenance or Wet ammunition Storage. Torsion Bars are also acceptable. That tank will be very slow. Even slower than cavalry, but it doesn't matter if you can spam such cheap thanks, that can hold whole line with high defense. If you still need some speed, then use christie suspension or even use gas engine at cost of some Extra Ammunition Storages, but try do not boost speed with Engine Upgrades, because it soak plenty of fuel and slow your army during shortages. Mostly, because you will be able to build probably 2x more tanks than normally, so even with basic 2.0 consumption your fuel shortages will be higher (remember about logistic companies and refine oil technologies). Welded Armor is acceptable, if your economy can handle it, or you have adventage in amount of tanks (and you will get that adventage soon or later) to lower casualities a bit.
    I suggest to use such design, if you need reasonable, but cheap Improved Medium Cannon cariers and speed doesn't matter, because you want to push enemy slowly or defend and counterattack. Countries with weaker economy will be able to create reasonable armoured forces. That tanks carry the same cannon like other mediums, but they are overall weaker against more expensive tanks. If enemy has better tanks, then play defensive and get adventage of that high defense to get fair chances and produce more tanks. Dozer Blades may be then overpowered in defense. When you will get like 2:1 adventage in abount of tanks start to move forward, because you have double firepower and you can flank enemies.
    Later you can use similar desing with medium turret and medium cannon to create ultimate cheap modern tank. 13 IC with ~80 armor, ~70 Breaktrough and ~20defense. It is like unstoppeable wave on singleplayer and multiplayer :D
    Slow design
    i.imgur.com/ke6ynho.png
    Fast design (less reliable)
    i.imgur.com/2750xbj.png

  • @wertzui1926
    @wertzui1926 Před 4 měsíci

    Could you redone your airplane Video? It is outdated.

    • @Hammurabae
      @Hammurabae  Před 4 měsíci

      At some point, may be a bit though

  • @baxter9725
    @baxter9725 Před 4 měsíci

    E

  • @krystiannona7141
    @krystiannona7141 Před 3 měsíci

    YES GT turbine in 1940 year tank HOW!
    Modern no than you!
    Navy with GT turbine yes pls!
    Deep LOGIC!
    FOR ARMOR IS ALWAYS ANTY AIR because you need only 36 of anty air! vs 40-50-60.
    Use calculator around 500inc different.
    and is work like this 1937 light aa is batter then (star pre war medium) then you select only heavy or medium
    if you need speed 10km is medium if 6-8km havy.
    Combat width is not so impotent close to non. In single player. Real issue is supply.
    Also we speak abut unit what can cost around 3000-14 000 inc. 8-14 inf division!
    36 aa havy for armor = 720INC (20inc max arm)
    40 heavy tank or destroyer for armor = 1200INC (30inc max arm)

  • @yugo-111
    @yugo-111 Před 2 měsíci

    zhukov thumbnail......

  • @kostek5796
    @kostek5796 Před 4 měsíci

    first xd

  • @tyronjoe4535
    @tyronjoe4535 Před 4 měsíci +33

    Bro all these tank designs would’ve been clapped in a multiplayer lobby even the modern tank 💀

    • @Hammurabae
      @Hammurabae  Před 4 měsíci +58

      As usual, I dont design for sweat lobbies

    • @eryk_9523
      @eryk_9523 Před 4 měsíci +7

      ​@@Hammurabaeeven noob lobbies in Poland, where average age of players is 12, usually have better tanks than this pile of garbage

    • @Hammurabae
      @Hammurabae  Před 4 měsíci +32

      Not to be a broken record, these arnt designed for sweat lobbies@@eryk_9523

    • @eryk_9523
      @eryk_9523 Před 4 měsíci +8

      ​@@Hammurabaecalling them "top tier" would entail exactly that

    • @Hammurabae
      @Hammurabae  Před 4 měsíci +41

      Disagreed. Meta tryhard stuff is its own niche thing.

  • @brendanvanecko582
    @brendanvanecko582 Před 3 měsíci

    These tanks are Terrible I’m sorry.

  • @MaxAyberk
    @MaxAyberk Před 3 měsíci

    Note for myself:
    0:37 Light Tank 38"
    2:11 Light Tank 40"
    3:25 Light Tank 42"
    4:31 Medium Tank 38"
    5:30 Medium Tank 40"
    6:13 Medium Tank 42"
    6:51 Medium Tank 44"
    8:05 Heavy (paper) Tank 38"
    8:12 Heavy Tank 40"
    8:38 Heavy Tank 44"
    9:54 T-Rex
    9:27 Modern Tank
    -----------------------------------------------
    1:00 Light Destroyer 38"
    2:41 Light Destroyer 40"
    3:45 Light Destroyer 42"
    5:02 Medium Destroyer 38"
    5:55 Medium Destroyer 40"
    6:28 Medium Destroyer 42"
    7:00 Medium Destroyer 44"
    8:25 Heavy Destroyer 40"
    8:54 Heavy Destroyer 44"
    9:45 Modern Destroyer
    ------------------------------------------------
    1:49 Light Anti-Air 38"
    3:00 Light Anti-Air 40"
    4:02 Light Anti-Air 42"
    5:15 Medium Anti-Air 38"
    6:05 Medium Anti-Air 40"
    0:00 Medium Anti-Air 42" - idk just fuck a round
    7:06 Medium Anti-Air 44"
    9:00 Heavy Anti-Air 44"
    -------------------------------------------------
    10:16 Light Flame Tank 40"
    10:38 Medium Flame Tank 40"