Hearts of Iron IV

Hearts of Iron IV

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Defense Points are too high
french. 6 divisions. maginot area. one city spot.

germans (me). 60 division. Infantry, tanks, and planes. all out attack

French are winning.

Im sorry, the defense boosts in this game are broken.

NO FORT, onr this earth, can withstand a multi-fascited attack thats 10 times the size of the defenders. Thats just statistically impossible.

Im fairly certain the maginot was built just as a heavy fortress line, not a Nuclear-apocalypse proof shelter which no army can force through.

any way, attacking with several times their number, superior equipment, yet WE are the ones losing.

is that particular area just plain uncapturable? or is it REALLY needed to micro-manage your already micro-managed micro- management?
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Showing 46-60 of 148 comments
Kaisha Jun 13, 2016 @ 10:16pm 
Originally posted by MichaelXC:
Click the little bubble when your units are in battle, mouse over the stats, that should give you an idea what's happening. We'll all help you figure it out ;)

I know that, I can read the numbers all day long, they aren't explained anywhere though. My units have 500 defense... is that good? I dunno, its higher than 200... The number are arbitrary at this point because the algorithm is not explained anywhere.

And while I'm glad you and a few others are attempting to help out, but the vast majority are just here seemingly to insult, belittle, and denigrate.
TheRawDizzle Jun 13, 2016 @ 10:22pm 
Originally posted by azure_wolf_22:
Originally posted by MrFrosty:
It's not that complicated you're just ignorant.


superior tech always wins.

period

which is why Germany won WWII... LOL
GeistHeller Jun 13, 2016 @ 10:23pm 
You shouldn't worry about numbers. I never do, heck most of the time I don't even pay attention.

Just make divisions that make sense.

"Guerilla warfare against overwhelming numbers in the mountains ? Time to make some Chasseurs Alpins, give them Engineers to buff the entrenchment bonus, Recon for defense and commander's initiative, Support Arty & AT gun to increase both Soft & Hard attack without increasing width"

"My panzers need to be backed by infantry and artillery so that they don't crash against entrenched troops with AT support, but regular infantry and towed Artillery will slow down my light tanks to a crawl and I want to Blitz... Time to put in some motorised infantry with self-propelled artillery, Recon, Engineers and Maintenance Teams to boost movement & mitigate equipment loss in hazardous terrains".

No need to worry about numbers, just think.
Last edited by GeistHeller; Jun 13, 2016 @ 10:25pm
Kaisha Jun 13, 2016 @ 10:27pm 
Originally posted by GeistHeller:
No need to worry about numbers, just think.
Just think? About what? There is nothing in this game that remotely resembles reality. So unless you've played HOI3 (apparently), the mechanics are unknown. In some games artillerly is god-awful, and other games godly; how is one supposed to know if its not stated somewhere?

And see while you state that 'Chasseurs Alpins' are great while GeistHeller states they are aweful. And also why would I use an AT gun when they have no tanks?
GeistHeller Jun 13, 2016 @ 10:29pm 
In most of my games, Italy does send tanks and later on as the war progresses, german troops will show up to attack the Alps as well.

Even if an armored units won't do much damage in the mountains because of the penalties it will suffer from, your own troops will take a lot more organisation "damage" if they have no way to pierce armor.

The tanks might not do much in terms of damage, but your soldiers are worried by the fact that they can only plink away at them.

it also means that a division of armor fighting your Chasseurs Alpins without AT will basically never run out of organisation since it is pretty much invulnerable, meanwhile your soldiers will still take a small amount of damage/moral over time, effectively leading to a defeat through attrition.

I said that the BASIC TEMPLATE the French start with is awful, Chasseurs Alpins, as with most specialist units, are pretty good.
Last edited by GeistHeller; Jun 13, 2016 @ 10:37pm
Kaisha Jun 13, 2016 @ 10:38pm 
Originally posted by GeistHeller:
In most of my games, Italy does send tanks and later on as the war progresses, german troops will show up to attack the Alps as well.

Even if an armored units won't do much damage in the mountains because of the penalties it will suffer from, your own troops will take a lot more organisation "damage" if they have no way to pierce armor.

The tanks might not do much in terms of damage, but your soldiers are worried by the fact that they can only plink away at them.

it also means that a division of armor fighting your Chasseurs Alpins without AT will basically never run out of organisation since it is pretty much invulnerable, meanwhile your soldiers will still take a small amount of damage over time, effectively leading to a defeat through attrition.

I said that the BASIC TEMPLATE the French start with is awful, Chasseurs Alpins, as with most specialist units, are pretty good.

And that still doesn't address my questions. Any of them. They had no tanks. I was the only one with tanks. I stated that clearly. My 6 tank divisions, with 4 infantry (all mountaineers, default template), and cavalry and motorized infantry (21 units total) attacked from 2 provinces 2 Italian infantry units in 1948. They lost (badly) and the 2 Italian infantry then took one of the 2 provinces I attacked from (2 of them vs 10 of the assortment above). That's what doesn't make any sense to me.

Likewise the 14:2 was all infantry on infantry, no tanks on either side. So why I need AT guns when my opponents are fielding no tanks, is beyond me. And why their tanks are invincible to my men (as you claim) and not vice-versa is beyond me.
MichaelXC Jun 13, 2016 @ 10:39pm 
If you must get into the nitty gritty number crunching aspects of the game, I could help if you provide a screenshot of an example combat screen.
GeistHeller Jun 13, 2016 @ 10:46pm 
Such an attack would fail against 2 divisions of fully entrenched infantry units backed by artillery, no problem.

Combat width makes it so that they attack 2-3 divisions at a time and lose big time. Mountaineers with no Artillery cannot beat regular infantry without turf/defense advantage and motorised infantry without Artillery is still Infantry, simply faster.

If you have been using the "basic" french tank brigade, it's even less of a surprise as those are devoid of infantry and get torn appart by entrenched troops.

Most of the French templates have to be heavily modified to get anywhere.
Last edited by GeistHeller; Jun 13, 2016 @ 10:48pm
Kaisha Jun 13, 2016 @ 10:56pm 
Originally posted by GeistHeller:
Such an attack would fail against 2 divisions of fully entrenched infantry units backed by artillery, no problem.

Combat width makes it so that they attack 2-3 divisions at a time and lose big time. Mountaineers with no Artillery cannot beat regular infantry without turf/defense advantage and motorised infantry without Artillery is still Infantry, simply faster.

If you have been using the "basic" french tank brigade, it's even less of a surprise as those are devoid of infantry and get torn appart by infantry.

Most of the French templates have to be heavily modified to get anywhere.

Ok fair enough... but why? I know they get torn apart, what I need to know is WHY they get torn apart.

And I don't need to the 'nitty gritty' (though I have a degree in mathematics so I certainly wouldn't mind it), but just a general description would suffice. Clearly the standard algorithm (unit A does x damage which is reduced by unit B's defense (sometimes augmented by a modifier, like piercing, or explosive, or whatever), then subtracted from unit B's hp. So is defense linear? Logarithmic? Is is subtracted or multiplied in some way? How does piercing work into all this? Is strength just hp or is it more like that landed attacks have a chance for a full kill/full miss? Why is artillery so important to GeistHeller? As far as I can tell range isn't a factor/stat so apart from a rather high +soft damage it doesn't seem to matter as much as he seems to claim.
Last edited by Kaisha; Jun 13, 2016 @ 10:56pm
GeistHeller Jun 13, 2016 @ 11:14pm 
Basic template of Chasseurs Alpins = 36 Soft attack, width 24, >70 organisation<
Basic template of french tank brigade = 42 soft attack, width 8, >10 organisation<
Basic template of french motorised infantry with arty = 72 soft attack, width 18, >50 organisation<

A standard template of infantry with artillery support = 72 soft attack, width 18, >50 organisation<

2 basic divisions of Infantry with arty have equivalent fire-power to 4 basic divisions of Chasseurs, 3 tank brigades and a half or 2 motorised infantry divisions with artillery. Usually the Italians have troops with one Artillery unit on top of Artillery Support, that's easily 100+ soft attack.

Since you are overstacking from two tiles (120 width), an average of 4-6 of your units will fight at any given time, barely mustering enough fire power to rival the two defending infantry divisions, who benefit from entrenching bonuses (aka take less damage, even more defense AND attack).

Your tank brigades will not take much damage, but their 10 organisation will quickly crumble because they are unable to damage/demoralise the defenders.

In a 4-6 vs 2 scenario, all of your units are completely outmatched, they get defeated in small groups until the entiere army rout.

Waves upon waves of unoptimised divisions simply throw themselves against a prepared defender with superior firepower & morale.

This is basically a Nivelle's offensive kind of situation.

If you mouse over the icon that displays wether or not your unit can penetrate/be penetrated, it will tell you what the effect is. If I remember, if you cannot pen, the unit takes halved damage/organisation loss and vice versa.

Artillery is important because it is required to get the firepower needed to dislodge entrenched troops.
Last edited by GeistHeller; Jun 13, 2016 @ 11:39pm
danieldavidmoser Jun 13, 2016 @ 11:28pm 
This game is so nice it is my first strategie game i play but it is so nice just a litel bit expencive😂 🇨🇭🇨🇭🇨🇭
LahnaMan Jun 13, 2016 @ 11:33pm 
Have tried to go around the Maginot line?
Tmidlet Jun 13, 2016 @ 11:34pm 
AHHAHAHHAH going through the maginot line are you mad proves how much you know about the game, you know thats one of the most interesting things about WW2 how the germans manages to surpass the line and also do you remember the beaches of normandy on D-day how many men could ONE fortification kill there with a machine gun, exactly not to mention artillery etc
MichaelXC Jun 13, 2016 @ 11:45pm 
Originally posted by Kaisha:
And I don't need to the 'nitty gritty' (though I have a degree in mathematics so I certainly wouldn't mind it), but just a general description would suffice. Clearly the standard algorithm (unit A does x damage which is reduced by unit B's defense (sometimes augmented by a modifier, like piercing, or explosive, or whatever), then subtracted from unit B's hp. So is defense linear? Logarithmic? Is is subtracted or multiplied in some way? How does piercing work into all this? Is strength just hp or is it more like that landed attacks have a chance for a full kill/full miss? Why is artillery so important to GeistHeller? As far as I can tell range isn't a factor/stat so apart from a rather high +soft damage it doesn't seem to matter as much as he seems to claim.

For example, if you are on the attack. Your attack stat is compared to the defender's defense stat, but it's not (your attack - their defense), so let's get that out of the way first.

For simplicity's sake say your unit has 10 attack (there's soft and hard attack, but let's leave that for later). and the defender has 5 defense. Meaning you get to make 10 attacks per hour, and the defender gets to defend against 5 of them. Each attack has a chance to hit, so against the attacks that the defender can defend against (5 of them), they have 90% chance to avoid the damage of each attack; against the remaining 5 attacks, they only have a 60% chance each. Damage to organization and HP is then calculated seperately for each successful hit. This is just a random number generated seperately for each.

Then it's the defender's turn to do damage, their attack stat is compared to your breakthrough stat in this case. Everything else remains the same.

Now if they have tanks, this would raise the "hardness" of the division. Say the division has 70% hardness. That would mean that it would only suffer 30% of all soft attack towards it (and 70% of all hard attacks). Back to the example above, say that the 10 attack were all soft attacks, that would mean if it faces a unit that has 70% hardness, it would only attack 3 times per hour, and if they have 5 defense, then since they can defend against all of them, all 3 of your attacks would have a 90% chance to miss.

Then there is the the armor value vs the piercing value. If your division has a lower piercing value than the enemy's armor value, the number of attacks against the enemy unit is further halved. So again, the example above, if your piercing value is lower, then that 3 attack would be further cut down to 1.5 (don't know which way the game rounds, but that's the general idea). And furthermore, the organization damage against your unit is greater for attacks that do hit you, if your piercing value < their armor (ie. the random number generated for organization damage would have a greater range)

Also, unit strength/HP/yellow bar (whatever you prefer) proportionally affects the attack, defense, and breakthrough value of the division.
Last edited by MichaelXC; Jun 13, 2016 @ 11:50pm
lance10ca Jun 13, 2016 @ 11:46pm 
Originally posted by azure_wolf_22:
you see, THATS what Im talking about! NO ONE wants that kind of overplanning in a game!

You do ENOUGH of that just getting allies and tech and factories built!

and even with 5-1 odds in my majority, even the ♥♥♥♥♥♥♥ BELGIANS are kicking my tigers back with mere infantry!

It's not over-planning, it's strategy.

1. Combat width is the single greatest combat modifier in every Paradox strategy game (And the Total War series too). Learn how to use it. Once you figure it out, you'll kick ass. You can't make a full-line of 24 divisions of Infantry on a road through a marsh or between hills. That's realistic.

2. The Belgium army is probably dug in. If you threw your forces at them after banging your head against the forts, your army is probably exhausted. Check the vertical bar graphs on your units. Organization (command and control) on the far left is the most important, followed by Fighting Strength beside it (manpower & equipment).

In Belgium it's mostly forest, so 80% attack to start with, The starting Panzers have a -17% attack and Infantry has a +25% defense bonus in forest all on top of that. If your army has low organization (no officers/NCO's) and no people to man broken down tanks they can't fight very well. If you didn't create a battle plan then you get also got no attack bonus. That too is realistic.

This kind of thought is inherent in every war game since the SSI board games (and probably before, but I started in the 80's) and also every other RPG ever developed (D&D, TMNT, CoC, etc ad nauseum). It's an effort (some would say a bad effort) to simulate combat.

It's knowing the math to Min/Max your way to victory and is what makes the difference between strategy games and FPS.
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Date Posted: Jun 13, 2016 @ 7:39pm
Posts: 148