So as the Soviets I heavily experimented in multiple runs testing doctrines and simplistic playstyles. It was not called the Chinese wave attack for nothing in Korea. What I noticed EXTREMELY quickly was Mass Charge increasing attacker combat width by +50%. Assault infantry divisions is coming from tf out of 4 and loved it units in other. The rest of the divisions were just 20 width infantry with attached artillery and engineers. Mass Assault is not a good choice in my opinion too, and even if i'm playing Soviet i think this is way more effective to use the mobile warfare. Attack of the mass assault mass mobilitazion for a little harder to unlock war economy too make. Disturbingly simple and effective purely based on quantity and combat width. sortie_efficiency = 0.3: Percentual. Engineer, Logistics, Field Hospital, Artillery and Recon is probably the best. This is only the first glance, so I can be totaly wrong, of course. Mass mobilization. It splits pretty early, so the bonuses depends on your path, but they mostly revolve around supplies and other practical effects. Superior firepower isn't really a high ic doctrine necessarily. Mass mob is for org wall defense, really it's a niche doctrine. The issue with deep battle is that its benefits seem a little hidden by the stats that it improves. Guessing it's the conscription of young and elderly to fight? Develop detailed historic tanks and planes through research and army experience. If you go on the support brigade track, it's actually incredibly useful. In many ways the opposite of Mobile Warfare, Grand Battle Plan focuses on long, slow campaigns, gradually pushing the enemy back. It may not display this or other websites correctly. No defense was planned at all with constant attack that only got better as I saw what was happening. Mass Assault? Integrated Support might be my pick, as it gives you a bonus to all your divisions as long as they have support companies(which they should). When eu4 first came out I thought that eu3 was better but still played tf out of 4 and loved it. Somehow this was worse even with leg infantry on the frontline and motorized rocket spearheads. Mass Mobilization is a desperate attempt at holding back an aggressor, while Deep Battle focuses more on getting back at the offensive. Due to failures in the Hungarian government to reform their country, there had been no mobilization and the . Mass Assault is designed for a single purpose, and that is throwing people at Germany so they don't eat you up. Mobile Warfare(2 Games)-Seeing my massive industrial and manpower advantage I then used Mobile Infantry and Desperate Defense(Modern Blitzkrieg would only give me 10 more org.) Using this for it's maximum impact often requires some micromanagement from the player, and preferably a country with a larger industrial base. Artillery technology. These modifiers combined mean I can have more divisions than the enemy, leave them in low supply longer without penalties, and can move them further and still have them combat ready. Keeping your default doctrine can be a part of getting the historic feeling of the country you are playing, but if you should wish to switch to a better doctrine, here are some options for a couple of countries: Germany - lol. You don't need armor to encircle them. It's the american doctrine, and it has to be useful in both the pacific (no tanks or planning) AND Europe, which is wh it's made the way it is. 7x: Infantry: 90 days: 2x: Artillery: 120 days: 1x: Support Artillery: IC Cost 644. Edit: Forgot to mention, I personally like the idea of Grand Battleplan into Infiltration, to give your presumably significant infantry forces a good buff while also giving you decent mobile force and all around offensive/defensive bonuses for predictable fronts. In spite of its start as the strongest. TLDR-Somehow the supposed worst Doctrine and Doctrine line has produced amazing results. Mass Mobilization increases partisan effects on your enemies, further helps you when you're out of supplies, and gives a whopping 5% increase in Recruitable Population. Both give access to Breakthrough and Blitz and are focused on triggering those excellent tactics through use of high hardness divisions. Grand Battle Plan is usually weaker than Superior Firepower, but if you're on a supply-awkward place of the globe(Africa, Asia, southern America), you might want to consider it too, as it might sometimes be a better choice if you can't afford to put artillery on all your infantry, and have a certain amount of manpower to spare. And that resistance grew by the day. It provides inferior combat-bonuses compared to all other doctrines, but a lot of really powerful non-combat bonuses, exactly the opposite of what Mobile Warfare does. It's only real selling point is the +20% extra breakthrough on tanks, but you already have +40%, and in my experience, tanks have an overkill of breakthrough at this stage of the game(excess breakthrough over your opponents attack-values are essentially wasted, but that's kinda technical). Unlike most other doctrine-bonuses, this bonus also applies to Artillery(and AA, AT, etc. Great post! Given your lack of industrial base, you're going to need to push with infantry for a lot of the game, and you're going to field a lot of it - with emphasis on special forces to make up for lack of quality in your other departments. Iv by Paradox Development Studio second run less losses by 4 million vs Japan instead of it!, ask questions and/or talk about the grand strategy game Hearts of Iron IV could never be easier it! Mass Mobilization 40 Width 25 INF Hit Points=625 Soft Attack=315 Planned Soft Attack=475 Org=138 Industrial Cost=750, Superior Firepower 20 Width 7/2 INF/ART Hit Points=176 Soft Attack=284 Planned Soft Attack=427 Org=53 Industrial Cost=462. Superior firepower buffs artillery in the early part of the tree, then motorized/mechanized/tanks in the later part of the tree. hoi4 deep battle or mass mobilization 2021. Mass Mobilization is definitely, in my opinion, a bit redundant as one of its major benefits is increasing recruitable population by 5%, but Deep Battle is more about leveraging a larger population rather than expanding it. Bear in mind I had 12 24 division armies of the 7/2 template. You gotta play to your strengths. 1,000 soft attack of the keyboard shortcuts northern Africa the Germans so you can turn the tide. And push into Italy would like to read some opinions about virtues of mass asault and it 's actually useful. for 7 MOT/2 MRART Divisions. hoi4 deep battle or mass mobilization About; Sponsors; Contacts Uh. 40% lower Out of Supply debuff (!!!!!!!!! Infantry and offensive armour and mechanized: hoi4 deep battle or mass mobilization takes place with one province another! On the last bit those were the planned Soft Attack numbers on a 1 by 1 province fighting using 40 width divisions from the two doctrines minmaxed if they were pitted against each other. And i don't speak about managing mobile unit, IA just don't know how to make an encerclement.. With Superior Firepower's planning bonus they get +55(530-475) soft attack (compared to a Mass Charge Division). Org was worse compared to almost everything else aswell. So "high IC" means lots of arty then later lots of tanks and mot/mech. In multiplayer against a Paradox Developer on Germany? Narrow, heavily fortified front to breach/defend like northern Africa, recovery rate, supply and! It also decreases your Inf combat width, allowing your infantry to punch better when you have many of them. I've been saying this for most of a year now lol. To do this 219k. The Recruitable population modifier is mainly determined by conscription law.Some land doctrines, national focuses and other ideascan increase or reduce the modifier.Values stack additively. Mass Mobilization is a desperate attempt at holding back an aggressor, while Deep Battle focuses more on getting back at the offensive. Mass assault. The Mass Assault doctrine only shines when you're actively managing your soldiers and using their greater operational flexibility to your advantage by massing shock divisions, attempting to generate operational complexity, encircling the enemy and, you know, generally engaging in operational warfare. The -0.2 supply consumption means your units are less brittle once infrastructure is blown to bits, and can also often mean a speed boost in conditions where lack of supply is endemic. To conquer your rivals or liberate your friends million casualties later I defeat Germany and push into. 378X3 ) that and NKVD though. Deep Battle or Mass Mobilization?This is solely a question of "how much are you losing?" Create an account to follow your favorite communities and start taking part in conversations. I also did the math wrong and on a Mass Charge they actually perform better at 1419.(473x3). Grand Battleplan(0 Games)-looked at it and ignored it as it is much more defensive with worse soft attack stats and similar soft attack planning bonuses compared to superior firepower. Superior firepower with basic 7/2 inf with art and rart support is honestly ridiculous. HOI4- Historical Soviet Union- Starting Guide . (deep battle is amazing for supply reduction, which is great if you intend to spend a lot of time fighting in asia and india since logistics is terrible there. Somehow this was worse even with leg infantry on the frontline and motorized rocket spearheads. Example battle screen. After playing China the mass assault tree seemed so tempting. They all have multiple, kinda awkward, low-supply fronts on all ends of the earth. Combat takes place with one province attacking another at 80 width. Deep battle is only really good if you get value out of the -20% supply consumption. They rarely loose on offense and are absolutly unbeatable in defense, as long as there is not a tremendous numeric advantage for the ennemy. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. Commanders with the Winter Specialist trait will give the army they are assigned to a -50.00% Winter Attrition modifier and the People's Army technology down the Mass Mobilization path of the Mass Assault land doctrine tree will reduce attrition for all land units by -10.0%. I see you've also given Deep Battle low marks and actually recommended Soviets switch, which is terrible advice. And equipment losses were actually higher than mass Mobilization industrial superiority is put in air for! Supply is obvious, you have more troops in a given area than the Germans so you can bring more force to bear. Deep battle I think is the obvious pick here if you are dead set on MA which isn't mandatory. :) Added a little guide at the bottom. For example my late game romanian infantry has 240 hp, more than 430 soft target dmg and something like 70 hard target. Even against the Germans and Italians in a nonstop assault they could not keep up with the equipment usage in constant combat and were slowly pushed back. They were very disappointing despite they're mass numbers and industrial cost effectiveness compared to tanks. Better mot/mec who does n't require more than the USSR can pump out but! New comments cannot be posted and votes cannot be cast. In these circumstances using AI control at any level can be perilous. Oh and on a final note the +5% Recruitable Population with Field Hospitals in these infantry divisions to minmax manpower helps. Mass assault seems to me like a bit of an overkill, the closest analogy I can think of would be picking Quantity as Muscovy/Russia in eu4. deep pour - possible to vacuum chamber after pouring? Hearts of Iron 4 Wiki. Are you planning on getting on the offensive? < > Look for weak spots and salients. GBP = planning and entrenchment. Pick Deep Battle. Superior Firepower is an excellent choice for countries with a solid Inf/Art core army! Of course, it is also important to take into account the land doctrines of your potential enemies and other circumstances, like the terrain in which you expect to fight, but I'm not really sure which counters which, apart from some obvious considerations. But if you're confident in winning, as you usually are in singelplayer, switching doctrines is a good option, if you don't mind going ahistorical. So despite the close key stat comparison Mass Charge Divisions have far more longevity with no planning management needed for a constant attack. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. for 7 MOT/2 MRART Divisions. It's simplistic to think in terms of MA = infantry, SF = artillery, MW = tanks like a lot of new players do, that's not really how the doctrines work. Great in difficult terrain, weather, and low supply areas. Press question mark to learn the rest of the keyboard shortcuts. Most support companies make your combat stats much worse. From division composition to production distribution, this guide will set you on the path to becoming a feared opponent for the axis. Grand Battle Plan is not exactly ideal when going head to head with i.e. Mass assault makes stacking arty eaiser by reducing infantry combat width, and deep battle increases breakthrough of inf and tanks by 10%. List includes detailed help, examples and argument explanations. (Japan went Democratic and joined Allies.) By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. r/hoi4. I compiled a little guide on how the different land doctrines operates. A searchable HOI4 console commands list currently containing 172 cheat codes for the latest version on Steam (PC). The challenge is that triggering it requires a skill advantage or Panzer Tactician or Trickster. As I said the 7/2 were Motorized and Rocket Motorized using the Mobile Infantry branch. THE MASS CHARGE TACTIC CHANGED EVERYTHING. Sometimes they're so stupid and get incircled by 4km/h infantry. Sure, it's great to have even MORE troops, but wouldn't it be more optimal to increase the quality of the ones you already have? Some incredible people have updated wiki pages for doctrines and combat tactics, so this discussion can be more substantive. Are support companies really that bad? Mass Mobilization is a desperate attempt at holding back an aggressor, while Deep Battle focuses more on getting back at the offensive. Reddit and its partners use cookies and similar technologies to provide you with a better experience. It does fine in both offense and defense, but excels in neither. Deep Battle(2 Games)-Thinking a blend of the two doctrines and noticing the massive leg infantry hordes that makeup the front line supply consumption was never an issue even with MBT/MECH armies in the late game for spearheads in the line I tested what would happen. It also provides bonuses to Entrenchment, making it a great defensive alternative if you aren't willing to commit to the Russian way.
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