Hearts of Iron IV

Hearts of Iron IV

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donalddawkins 2018 年 12 月 22 日 下午 3:17
Buff grand battle plan (and mass assault) by increasing general and field marshal command limits
Pretty much what it says in the title.

Grand battleplan (or grand battlepan as i like to call it) needs a buff; everyone either goes superior firepower or mass assault (mobie warfares been panned now as well). As grand battleplan is all about large numbers of troops being used in methodical, well planned assaults (ala ww1) it makes sense that the doctrine should increase a general's command limit over divisions; ww1 used hundreds of thousands of men in attritional, extensively planned mass offensives, so increasing the number of division a general can control before it starts affecting his bonuses makes sense. I'ed say an extra 5 divs in two techs for the doctrine giving you a grand total of 35 divs per general. Equally, I'ed have one of these techs on the right side of the tree to appeal more to infantry warfare, and force players to choose between a large infantry force with added div limit buffs, or a smaller force per general but being better rounded for armour and air warfare.

Equally, the same can be said for mass assault doctrine as well, but probably to a greater extent then grand battleplan as playing as russia and having a dozen different army general tabs on screen at once keeps giving me an annuerism. I'ed say 10 divs for 2 techs giving you a grand total of 45 divs per general. Not a lot but normally you'ev got say 90-100 40 width divisions on the eastern front which would normally mean.... 4 different generals (not including a potential finnish front general or a garrison general) that have a massive potential to♥♥♥♥♥♥♥out and shuffle a massive hole into your front line.

However, with the proposed mass assault buff you'ed only have... 2 generals to deal with!

Altogether:

1) less micro for larger nations= more attractive over superior firepower.
2) less opportunity for the ai to shuffle and destroy your front lines (hopefully better for the ai in singleplayer as well; it currently spreads its army between like 12 different generals, then as soon as its line breaks it spergs out and all its generals end up having non sensical front lines).
3) More strategic options: , meaning that the doctrine becomes attractive to those that want a large elite force under a single very good general, or a nation that hasnt had a lot of combat experience (or geenrals for that matter) and needs to concentrate as much of its force as possible under a single capable general.

This should hopefully make grand battle plan more enticing, and reduce the agony of playing the soviets in MP and having to juggle armys.

Any thoughts?
最后由 donalddawkins 编辑于; 2018 年 12 月 22 日 下午 3:19
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正在显示第 1 - 15 条,共 21 条留言
PuttBlug 2018 年 12 月 22 日 下午 3:26 
I agree that GBP needs a buff for sure as it's rarely better than other doctrines, but wait, mobile warfare is considered bad now?
donalddawkins 2018 年 12 月 22 日 下午 3:31 
I agree that GBP needs a buff for sure as it's rarely better than other doctrines, but wait, mobile warfare is considered bad now?


Aye, people have done the stats and pound for pound, a Superior firepower armor division with the EXACT SAME TEMPLATE as a mobile warfare armored divisions will beat it in everything but speed.

As such, the new meta for germany is to simply switch to superior firepower and buff up your armor speed by command staff, generals, tank designers etc etc.

I think the video showing while mobile warfare is no longer valuable for tank pushes anymore is on youtube somewhere. However, if your using mobile warfare for the manpower then it still has some value, but i seem to very rarely run out of manpower anymore after the latest updates to the game.
PuttBlug 2018 年 12 月 22 日 下午 3:38 
引用自 donalddawkins
I agree that GBP needs a buff for sure as it's rarely better than other doctrines, but wait, mobile warfare is considered bad now?


Aye, people have done the stats and pound for pound, a Superior firepower armor division with the EXACT SAME TEMPLATE as a mobile warfare armored divisions will beat it in everything but speed.

As such, the new meta for germany is to simply switch to superior firepower and buff up your armor speed by command staff, generals, tank designers etc etc.

I think the video showing while mobile warfare is no longer valuable for tank pushes anymore is on youtube somewhere. However, if your using mobile warfare for the manpower then it still has some value, but i seem to very rarely run out of manpower anymore after the latest updates to the game.
Oh alright, that's very interesting. We're gonna have to see if Mobile warfare will be the best for tanks again after they release the update + the DLC.
andersrlarsen 2018 年 12 月 23 日 上午 10:27 
could you please share that youtube video?
donalddawkins 2018 年 12 月 23 日 下午 5:43 
引用自 andersrlarsen
could you please share that youtube video?

looking for the precise one that compares division stat for stat right now

However, until then here's a link to a youtube video where a guy explains the land doctrines in depth, as well as why its preferential to use superior firepower as germany (albeit for not the reasons i argue). I'll keep looking but i think the videos nestledin a div design tutorial or some such so itll take some time.

https://www.youtube.com/watch?v=V6DwDE_EpWE


this guy argues that, unless your going say 60% motorised/armored army then mobile doctrine is a waste, as only a small number of your units will actually benefit from it (your tanks) while the rest of your army goes unbuffed.

It's not the same arguement sadly, but ill try my best a dig out the video if i can. If not you can always start an sp game, turn some cheats on and screenbshot a max mobile warfare armored division template compared with and max superior firepower armored division template. I might give it a go later on tomorrow.
最后由 donalddawkins 编辑于; 2018 年 12 月 23 日 下午 6:15
andersrlarsen 2018 年 12 月 23 日 下午 9:10 
i do hope that other video is better, because dustinl doesnt know what he is talking about!

he rushed through the MW tree as if he wasnts interested to even talk about it at all...and by NOT mentioning the 60% boost to breakthrough, not even ONCE, he just show exactly how little he knows. and lets not forget that he even claim that mobile infantry branch and desperate defence branch are the way to use MW, just prove exactly how little...

by going down blitzkrieg and modern blitzkrieg branch, you can unlock totaly 60% boost to armor breakthrough, and 20% for other armor variants.
you also get 10% speed for each + another 10% speed to ALL divisions, not to mention the -10% org loss while moving, the +70% planing speed, AND the +0.2/0.4 recovery speed for ALL units.

and then there is something that VERY many, if not everyone, forget to think about; combat tactics.
there are plenty of things that could be mentioned about combat tactics, but i will only point out 2;
- Unexpected Thrust, which is one of the best offensive infantry tactiks (encirclement and assault are better, but can be countered by opposite general). this tactick can be unlocked at the first research of MW, and can NOT be aquired by other doctrines. since it doesnt have a counter tactick, this may be the best infantry tactick...
- Backhand Blow, which is THE best defensive tacktick, can only be aquired by modern blitzkrieg (MW) OR deep battle (MA). backhand blow is also a counter tactick for breakthrough tactick (which is THE best offensive armor tactick)

when deciding which doctrine to choose, you need to see all factors, not only the ones you want to see (or in dustinl case want to bother mentioning).
and you ARE allowed to change division template depending on which doctrine you choose...only the unexperience players belive that 7-2 (inf-art) is the way to go, no matter which doctrine you choose...
最后由 andersrlarsen 编辑于; 2018 年 12 月 23 日 下午 9:12
donalddawkins 2018 年 12 月 24 日 上午 2:02 
I couldnt find it so i made two identical armor divs with the two different doctrine and maxed them out:

1) both doctrine fully upgraded
2)both identical research of armor and self propelled guns
3) used the same nation (germany) to avoid discrepency's in each nation's stats for 1939 tanks.
3)both trees went down the armor focus, expect some degree of stat change if you went down the motorised tree in terms of org and speed.
4) does not take into account commander skills.

see below

https://steamcommunity.com/sharedfiles/filedetails/?id=1600391382


https://steamcommunity.com/sharedfiles/filedetails/?id=1600391497

Summary from the screenshots:
1)in terms of reinforce and organisation and breakthrough, mobile warfare wins, so it can fight longer and exploit the gaps it makes in the enemies lines easier.
2)however, in terms of raw damage, superior firepower wins in both hard and soft attack, meaning a sp tank div will find it easier making those gaps in the first place.
3) sp tank div also has more defence, making it less likely to take damage and thus easier to stay in the battle longer.
3) these stats might change if you didnt use sp guns, but in most mp games you do use them for the extra damage and as such is the usual go to div, minus the AA guns with the new meta.
4) in short, mobile warfare tank divisions can fight and exploit longer, but will lose against a superior firepower enemy army div. one on one Equally, although mobile warfare has larger breakthrough, it's lower damage stats will mean it takes longer to win a battle compared to a superior firepower division which should melt through enemy infantry with it's higher soft atttack stats


最后由 donalddawkins 编辑于; 2018 年 12 月 24 日 上午 2:16
PuttBlug 2018 年 12 月 24 日 上午 3:14 
引用自 donalddawkins
I couldnt find it so i made two identical armor divs with the two different doctrine and maxed them out:

1) both doctrine fully upgraded
2)both identical research of armor and self propelled guns
3) used the same nation (germany) to avoid discrepency's in each nation's stats for 1939 tanks.
3)both trees went down the armor focus, expect some degree of stat change if you went down the motorised tree in terms of org and speed.
4) does not take into account commander skills.

see below

https://steamcommunity.com/sharedfiles/filedetails/?id=1600391382


https://steamcommunity.com/sharedfiles/filedetails/?id=1600391497

Summary from the screenshots:
1)in terms of reinforce and organisation and breakthrough, mobile warfare wins, so it can fight longer and exploit the gaps it makes in the enemies lines easier.
2)however, in terms of raw damage, superior firepower wins in both hard and soft attack, meaning a sp tank div will find it easier making those gaps in the first place.
3) sp tank div also has more defence, making it less likely to take damage and thus easier to stay in the battle longer.
3) these stats might change if you didnt use sp guns, but in most mp games you do use them for the extra damage and as such is the usual go to div, minus the AA guns with the new meta.
4) in short, mobile warfare tank divisions can fight and exploit longer, but will lose against a superior firepower enemy army div. one on one Equally, although mobile warfare has larger breakthrough, it's lower damage stats will mean it takes longer to win a battle compared to a superior firepower division which should melt through enemy infantry with it's higher soft atttack stats
One issue I find with all this is that you're using too many motorized battalions in your tank templates. Tanks don't need as much org as infantry divisions as their hardness protects their organization from soft attacks, with Mobile Warfare in particular you will need even less motorized than Superior Firepower as it gives tank divisions more organization. In a 40 width division with MW you will need at the most 4 motorized battalions which will in turn increase the damage and breakthrough of your divisions.
donalddawkins 2018 年 12 月 24 日 上午 3:56 
Aye interesting idea, in theory then you could put in more armor in a mobile warfare tank div and thus off set the stat difference.

Might be an idea to look into that!
PuttBlug 2018 年 12 月 24 日 上午 4:05 
引用自 donalddawkins
Aye interesting idea, in theory then you could put in more armor in a mobile warfare tank div and thus off set the stat difference.

Might be an idea to look into that!
You surely can, a tank division does not need more than ~ 30 org to be effective, combine that with medium tanks and you have so much hardness that if used right, you will barely take any damage at all combined with the breakthrough you have.
andersrlarsen 2018 年 12 月 24 日 上午 4:34 
first of all, i would point to what aladeen say; you have waaay to many mot in your division, which lower your hardnes to unacceptable... higher hardnes in your division, means that the division take less damage from soft attack, while taking more damage from hard attack. if you have a division with 80% hardness, the division will only take 20% damage from soft attack, while 80% damage from hard attack. ---> all your soft attack will be completely useless.

secondly, i would point out that you are using both sp-art and art support in the divisions, which really doesnt matter much.
a better use would be to add TD or AT support for the extra piercing and hard attack (especially important to use in inf divisions, and if opposite division hardnes are 60+%). since you apperently doesnt use this, i suggest you consider trying this before you play MP games.

third, is that you seem to underestimate the power of breakthrough... to explain it as easy as i can; higher breakthrough allow your divisions to avoid enemy attacks --> faster win in battles --> breaking through easier.

last, but not least; these are only stats. its when used in battles that you will be able to see which tacticks your general choose to use, and the effect they give.--> the power of backhand blow isnt in use if enemy troops attack (-20% attacker damage, +25% defense damage, and -30% movement. + if enemy choose breakthrough tactick, backhand blow will counter that and make it useless)
wiq* 2018 年 12 月 24 日 上午 4:45 
hmm
donalddawkins 2018 年 12 月 24 日 上午 6:13 
引用自 andersrlarsen
first of all, i would point to what aladeen say; you have waaay to many mot in your division, which lower your hardnes to unacceptable... higher hardnes in your division, means that the division take less damage from soft attack, while taking more damage from hard attack. if you have a division with 80% hardness, the division will only take 20% damage from soft attack, while 80% damage from hard attack. ---> all your soft attack will be completely useless.

secondly, i would point out that you are using both sp-art and art support in the divisions, which really doesnt matter much.
a better use would be to add TD or AT support for the extra piercing and hard attack (especially important to use in inf divisions, and if opposite division hardnes are 60+%). since you apperently doesnt use this, i suggest you consider trying this before you play MP games.

third, is that you seem to underestimate the power of breakthrough... to explain it as easy as i can; higher breakthrough allow your divisions to avoid enemy attacks --> faster win in battles --> breaking through easier.

last, but not least; these are only stats. its when used in battles that you will be able to see which tacticks your general choose to use, and the effect they give.--> the power of backhand blow isnt in use if enemy troops attack (-20% attacker damage, +25% defense damage, and -30% movement. + if enemy choose breakthrough tactick, backhand blow will counter that and make it useless)


aye i noticed the hardness issue with the div template

I'll see what reducing the motorised and increasing the armor in each divsion does
donalddawkins 2018 年 12 月 24 日 上午 6:43 
I once again did the same experiment but on a different, more armor focussed division template

https://steamcommunity.com/sharedfiles/filedetails/?id=1600631503

https://steamcommunity.com/sharedfiles/filedetails/?id=1600623130

As you can see, the breakthrough (as well as org and reinforce rate) is still more predominant in mobile warfare, but is outclassed again in soft attack, hard attack and defence by the superior firepower doctrine.

What does this mean? it means that as breakthrough (i believe) only works on the offensive, your tanks need to keep attacking the enemy sp tanks and never leave them the oppportunity to counter attack, as youll lose in a straight up fight against them if your on defence. As, eventually, your armor will have to stop attacking at some point to reorg on the eastern front, it means innevitably the sp armor can counter attackj and push any gains youev made back with less casualties and more damage dealt.

Equally, you wont need much breakthrough as an SP tank div against infantry with a lot of hardness, simply because a lot of the enemy infantry wont come equipped with any form of penetration to your tanks ( i see a lot of german players equipping their infantry with the bare basics so their production can focus entirely on armor), meaning its unlikely youll suffer significant damage.

Bear in mind, this experiment does not take into account upgraded support battalions (which would get buffed by even more stats by Sp doctrine but would not by mobile warfare), logistics companies,or including AA in your armor which is the new meta against aircraft.
最后由 donalddawkins 编辑于; 2018 年 12 月 24 日 上午 6:57
PuttBlug 2018 年 12 月 24 日 上午 6:57 
引用自 donalddawkins
I once again did the same experiment but on a different, more armor focussed division template

https://steamcommunity.com/sharedfiles/filedetails/?id=1600631503

https://steamcommunity.com/sharedfiles/filedetails/?id=1600623130

As you can see, the breakthrough is still more predominant in mobile warfare, but is outclassed again in soft attack, hard attack and defence by the superior firepower doctrine.

What does this mean? it means that as breakthrough (i believe) only works on the offensive, your tanks need to keep attacking the enemy sp tanks and never leave them the oppportunity to counter attack, as youll lose in a straight up fight against them if your on defence.

Equally, you wont need much breakthrough as an SP tank div against infantry with a lot of hardness, simply because a lot of the enemy infantry wont ome equipped with any form of penetration to your tanks, meaning its unlikely youll suffer significant damage.
Change your templates again and get max 4 motorized in your MW divisions and 5 motorized in your SF divisions, sure the SF will have more raw power but in the end MW is more suited for the task your tanks have to complete.

To use an analogy, your MW tanks are a nimble and strong fighter who's able to punch really hard, get out of the way and keep moving, unmatched stamina and reflexes. Your SF tanks are the strongest, biggest guy that's ever lived, but he's slower and receives much more damage as a result (lower breakthrough means your divisions will receive more incoming attacks). Tanks are supposed to punch hard through enemy lines and encircle them, if you intend to use heavy tank divisions or a mix between infantry and heavy tank divisions then SF is your doctrine, if you intend to use medium, fast moving tanks to encircle the enemy then MW is your doctrine.
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发帖日期: 2018 年 12 月 22 日 下午 3:17
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