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Topic Summary

Posted by: ArcWolf
« on: December 21, 2023, 10:17:11 AM »

Real life military organizations, equipment and personnel.

True Size of Space Marine Chapter

Time travel confirmed.

shoot, i gave myself away... welp nothing to do now but exterminatus
Posted by: nuclearslurpee
« on: December 21, 2023, 09:52:24 AM »

Real life military organizations, equipment and personnel.

True Size of Space Marine Chapter

Time travel confirmed.
Posted by: ArcWolf
« on: December 21, 2023, 09:42:00 AM »

Invicta has done it again:

Posted by: mtm84
« on: December 10, 2023, 11:15:33 PM »

The regiment is a bit too small for my tastes (2500 tons)

unless I read them wrong, your probably missing at least 350-400 PW units in the regiment.
Posted by: Marski
« on: December 10, 2023, 07:41:13 PM »

Made Soviet Front formation starting from company level as a test.
Discovered that it had very adverse effect on game performance, turns take much longer even at day 1 of campaign.




very expensive



send me a message if you want the test scenario db
Posted by: superstrijder15
« on: December 03, 2023, 05:26:23 AM »

Don't think I've seen these here yet:

https://tmg110.tripod.com/usarmy_ir.htm
https://tmg110.tripod.com/usarmy_id.htm

They come with pretty exact diagrams of what is in US WWII units:


At the first link there are also exact values for the number of men in a antitank or cannon company. I'm now basing the mixture of what will be in my smallest unit on this. The regiment is a bit too small for my tastes (2500 tons) so I may decide to increase my base unit to a division of 3 regiments (I'm guessing that will be around 10000 tons)



EDIT: I think this is the top level site where you can navigate to these pages: https://tmg110.tripod.com/mil_histmp.htm
Posted by: nuclearslurpee
« on: December 02, 2023, 12:07:49 AM »

With the limited number of commanders, what if the company level (or whatever low-level you choose) doesn't have a HQ element? Can they still benefit from the higher formation's bonus, or is it like naval admin command where they need an unbroken chain?

You must have an HQ and commander in a formation to receive and, I believe, to transmit bonuses. As of 2.2.0.
Posted by: ranger044
« on: December 01, 2023, 11:47:50 PM »

With the limited number of commanders, what if the company level (or whatever low-level you choose) doesn't have a HQ element? Can they still benefit from the higher formation's bonus, or is it like naval admin command where they need an unbroken chain?
Posted by: Garfunkel
« on: December 01, 2023, 06:48:44 PM »

Yes, note that for artillery I did not go below battalion size so that in combat I only have to assign 4 formations per Marine division. As for breakthroughs, the risk is real but it isn't extremely decisive. When I ran those tests back at C# launch, bigger formations trumped smaller formations thanks to breakthroughs but the statistical difference was small enough that even a single tech level difference in armour and weapon will completely negate it. Heck, probably even having good generals over bad ones could be enough.

Big help with Organizations is that you only have to create them once. Then, just build from top level and the game does the OOB for you as the formations are built.
Posted by: nuclearslurpee
« on: December 01, 2023, 06:00:39 PM »

Does the new organization system make it viable to make units this granular? I know smaller unit sizes aren't the best for combat, but I just started up a new conventional playthrough and paused now that I'm about to design and deploy my first colonial forces. Does it work well enough to let me design all the way down to company and lower without giving me carpel tunnel and bloodshot eyes?  ;D

I feel its more physically viable since you can set formations to have a default field position as well as have entire organizations be produced + placed in a formation. Off the top of my head I can only imagine issues with the actual gameplay mechanics of ground combat.

Mechanically, small formations like this are extremely vulnerable to breakthroughs. Usually a formation size above 5,000 tons or so is enough to mitigate this.

In my experience, the bigger issue is commanders: you need multiple millions of tons of ground units to invade an NPR homeworld, and you can only generate so many generals to command those formations. It makes more sense to build 20,000-ton brigades than 5,000-ton battalions if the latter means a large fraction of your units will not benefit from a commander.

Also, note that if you use small formations like companies, you still need to manually assign supports for each e.g. artillery company, which can still be a lot of clicking and dragging. With large formations this is minimized.
Posted by: doodle_sm
« on: December 01, 2023, 05:13:07 PM »

Does the new organization system make it viable to make units this granular? I know smaller unit sizes aren't the best for combat, but I just started up a new conventional playthrough and paused now that I'm about to design and deploy my first colonial forces. Does it work well enough to let me design all the way down to company and lower without giving me carpel tunnel and bloodshot eyes?  ;D

I feel its more physically viable since you can set formations to have a default field position as well as have entire organizations be produced + placed in a formation. Off the top of my head I can only imagine issues with the actual gameplay mechanics of ground combat.
Posted by: ranger044
« on: December 01, 2023, 03:20:06 PM »

Thanks to you, I managed to create this for my upcoming story:



Does the new organization system make it viable to make units this granular? I know smaller unit sizes aren't the best for combat, but I just started up a new conventional playthrough and paused now that I'm about to design and deploy my first colonial forces. Does it work well enough to let me design all the way down to company and lower without giving me carpel tunnel and bloodshot eyes?  ;D
Posted by: Garfunkel
« on: November 28, 2023, 03:37:53 AM »

I have done fairly extensive research, combined with personal experience, to create the most in-depth Order of Battle for a United States Marine Corps Division that you can find without reading pages of Marine Corps Orders.     Feel free to use it to create as in depth of an OOB ingame as you would like.     

Enjoy!!
Thanks to you, I managed to create this for my upcoming story:

Posted by: ArcWolf
« on: August 28, 2023, 03:12:47 PM »

Invicta just released a great new video on the US Army (WW2) Rifleman Company size & organization.

Posted by: Marski
« on: September 17, 2022, 09:39:29 AM »

Even greater news, making realistic ground forces will receive a massive quality-of-life improvements;
Quote from: Steve
Ground Force Organizations

A new tab called Organization has been added to the Ground Forces window.

This has two tree view controls. The first, on the right, lists all existing formation templates and their elements. The second, on the left, is for creating organizational hierarchies for ground forces.

To create an organization, you press a button called Create Org and enter the name of your organization. This creates a node without any units that acts in a similar way to a naval admin node. With the top level in place, you can drag and drop formation templates from the right hand side to create any depth of hierarchal organization.

For example, you could create an organization called Infantry Division. Under that you would drag the template with the divisional assets (which might also be called Infantry Division, or Division HQ, etc.). The admin nodes are green, like naval admins, while all nodes containing an actual template are yellow-white. Under the divisional assets, you might drag your infantry regiment template four times, plus perhaps an STO regiment.

You might also drag several battalions under each regiment, but there is an easier way to do that. When you drag nodes on the treeview, anything with an existing parent is moved, but anything without a parent creates a copy instead.

That means, you can create smaller, or lower level, organizations and then drag copies of that entire org into a different org.

For example, you could create a regiment org with a HQ formation template directly under the admin node and then four battalions under the HQ. Then you create a division org, add a division HQ formation template, then drag-copy three regiment orgs under the divisional HQ. When you drag-copy an admin node into another org, the admin node itself is not transferred, so in this example the regimental HQ formation templates of the regimental org would move directly under the divisional HQ (along with their subordinate battalions.

You can set field positions for formation templates in the organization in a similar way to active formations.

Once you have the org created, you can choose a population and add everything in the org to the build queue. The build tasks will retain the organizational hierarchy and the resulting ground formations will assemble into the same org once they are built. They will adopt the specified field positions. Even if you change or remove the organization after issuing the build order, the build tasks will remember the hierarchy and the field positions. The build order will work down the hierarchy so each new formation should have the correct parent waiting when it is built. Changing the build queue manually may prevent this working correctly.

There is also an 'Instant Build' option that can be activated by the SM and will build the entire org instantly with hierarchy and field positions.

The reason for having the admin node is to allow different configurations of similar formations. For example, if the division HQ formation was the top node, you would only have one org under that division HQ. With admin nodes, you can re-use the same top-level templates in multiple similar nodes. You could also have more than one formation directly under the admin node. For example, you could have ten boarding forces under the admin node and build them all with one click.

Using Copy + Update (see earlier post) to create new formation templates based on improved technology will replace the existing templates in the organizational structures with the updated templates.

This screenshot shows simple regimental and divisional organizations, but these could be made very detailed. The 'Infantry Regiment' org was dragged on to the 'Divisional Assets' three times.



The second screenshot shows the OOB view after using the Instant option on the 'Infantry Division' org.