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Steel Division Wiki
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Steel Division
Divisions
Single-player
Battlefields
How to Play
Steel Division II
Army General
Divisions
Single-player
Battlefields
How to Play
Units
Recon
Tank
Infantry
Support
Anti-tank
Anti-air
Artillery
Air
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Army General
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Army General
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==Fighting power == To understand the fighting power of a battalion, keep in mind the following: * Like during a Skirmish real-time tactical battle, a battalion in combat can only take out a limited number of its subordinate tactical units per minute. * All battalions will have access to 50 Requisition Points per Phase. This means they will have 150 points for a battle that lasts 3 Phases. * All tactical units, found in the Company list, are worth either 1 Requisition Point (infantry squads, artillery pieces, etc.) or 3 Requisition Points (tanks, airplanes, large anti-tank guns, etc.). This means that an elite Tiger heavy tank will cost the same to use as an older model Panzer II. Let’s go through the different aspects highlighted in the battalion overview. From the top: #The Command Value is the sum of all the tactical units’ Requisition Points. In this example, the battalion has a total of 213 Requisition Points. This means that it has more tactical units than it can use in a 3 Phase tactical battle (which can never be more than the total 150 Requisition Points). We call this surplus “a reserve”. #Underneath the Total Command Value is a breakdown of the unit’s size across three different categories: infantry (soldiers), tanks and anti-tank guns, and artillery. These are indicative numbers and are not linked to Requisition Points. Each tactical unit scores points in one of the following categories (units seldom score points in multiple categories): *Melee combat: This is short-range combat dominated by infantry, light vehicles, crewed weapons such as heavy machine guns. *Armor combat: This is long-range combat and armored combat. Obviously, this means to represent tank warfare, but also anti-tank guns and ground attack planes. * Support: This more of an additional bonus than a real fighting category as this category represents suppressive weapons such as flamethrowers, artillery pieces, bombers, and the like. A final piece of information regarding the staffing of a battalion: We distinguish between a company HQ and other (combat) companies. This mechanic is as realistic as possible, and can be found in real-life companies. This is also a reflection of making sure the game remains compelling, even when playing with historical battalions that were very small. Where possible, Eugen merged these battalions to give players the option to command only the most interesting units. They were kept as close as possible to historical reality, with these merged battalions being faithfully placed in their real-life regiment, brigade or division.
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