The main focus is to improve the ease of use. Attack ( compared to a mass Charge division ), examples and argument.! Some incredible people have updated wiki pages for doctrines and combat tactics, so this discussion can be more substantive. With a hoard if small divisions and mass assault you have essentially limitless organization for an offensive. Mobile warfare is very limited in these situations, and just putting artillery on your infantry, (as Superior Firepower likes to do), can really make your supply-lines suffer. In the following we refer to as the "attacker" the side who is on the offensive and initiated the battle and as "defender . Can you add comment on what nations should pick what and when/why? It's single player AI. It has a sweet -25% Org loss when moving, and -20% supply consumption, making advancing into low-supply areas much more comfortable. Press question mark to learn the rest of the keyboard shortcuts. The challenge is that triggering it requires a skill advantage or Panzer Tactician or Trickster. 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. List includes detailed help, examples and argument explanations. Example battle screen. You pick the one that is going to suit your strategy for your campaign and/or your preferred playstyle. Assault offers some small extra bonuses to armed and mot/mec, and doubles the max planning bonus from 30% to 60%, while Infiltration mainly gives -10% supply consumption and +25% night attack. It will however, even when losing, usually make sure to inflict more Manpower damage than it takes. Generals shuffling this in with Mass Charge should yield good attack results. Along with Mobile Warfare, this is a doctrine for nations with a sizeable industry. The bigger difference is the planning bonus degrades over time and a Mass Charge can be triggered without it(And more frequently with recon bonuses as it has no counter and a weight of 4) making the Mass Charge division better by not needing to stop it's attack at any time and maintain it's high soft attack damage. If you for some reason are running more or less of either, pick accordingly. An OP +5.00% recruitable manpower which is the main reason people take this focus. There's also a whole new stability system affecting output and they made it a little harder to unlock war economy too. The latter provides stronger direct combat bonuses, and is better if you're confident you can turn the tide around. This means your army can fight longer without tiring, and get's quickly back on it's feet to attack again if it should tire. . I also did the math wrong and on a Mass Charge they actually perform better at 1419.(473x3). It can do that pretty effectively, and if I were in MP against an experienced Germany-player, I might pick it. Everyone will receive: Depending on the terrain and the units available to you, you will have to choose between a broad front, or envelopment strategy. You need some industry to supply good amounts of artillery, but not as much as you need for mobile warfare. To do this 219k. Its somewhere in the middle imo. Guessing it's the conscription of young and elderly to fight? 40% lower Out of Supply debuff (!!!!!!!!! The latter overall provides more powerful bonuses, but if you're in a very armor-heavy environment, like multiplayer, Airland Battle might be your pick. Everything else just increases with tech upgrades and then disappears once battles happen. which was getting in the way. Bear in mind I had 12 24 division armies of the 7/2 MOT/RMOT template. It sucks a lot. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. Mass Mobilization is a desperate attempt at holding back an aggressor, while Deep Battle focuses more on getting back at the offensive. I usually like to play little/medium country with not so much manpower. i HOI4 Modding Modding Hearts of Iron IV could never be easier. However, out of the two, deep battle has substantially better bonuses, especially for the USSR because you actually use tanks. Due to failures in the Hungarian government to reform their country, there had been no mobilization and the military was barely a Superior firepower buffs artillery in the early part of the tree, then motorized/mechanized/tanks in the later part of the tree. Looking at the doctrines in detail, I'd argue that deep battle is the best for SU due to the supply and reinforcement buffs. 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. So basicly I would use it for medium-industry countries with medium to low manpower, and high industry countries that because of geography doesn't want mobile warfare. Eu4 first came out I thought that eu3 was better but still played tf out of 4 and loved.! So far my main gripe with Mass Assault are "loose less" bonuses: I think stuff like +Supply Grace or +Partisan Efficiency would only be helpful in MP, and even then I'd rather pick something that reduces my chances of being encircled or losing ground than bonuses for when I'm on the retreat. Mass assault decreases the combat width for infantry allowing you to fit more into 80 combat width. Soviets go left side for the reasons above. I hope people see this and use this in multiplayer so I crush them more easily as Germany. It is badly suited for colonial warfare or difficult terrain and weather, because it lacks non-combat related bonuses, like reduced supply consumption. This lets you hit hard for low manpower consumption. 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.) The night attack it provides is actually a really big deal, and supply is often an issue. Deep battle is more general purpose, but generally worse than other doctrines. < br > < br > Guessing it 's fun to have so many poorly paid! '' Somehow this was worse even with leg infantry on the frontline and motorized rocket spearheads. You don't have to use the AI to get the planning bonus. Assault from deep battle increases breakthrough of inf and tanks by 10 % your! First you say this about superior firepower: And then later in the minor countries you say: Superior Firepower is manageable with limited industry. Deep operation (Russian: , glubokaya operatsiya), also known as Soviet Deep Battle, was a military theory developed by the Soviet Union for its armed forces during the 1920s and 1930s. Requires a very large industrial base for production of expensive mobile divisions. 169 ratings. The higher reinforcement rate compared to Mobile Warfare was very noticable. Next I'm using Japan to do this with Puppeted Chinese manpower for the added Banzai Charge Tactic. I went with deep battle. 7x: Infantry: 90 days: 2x: Artillery: 120 days: 1x: Support Artillery: IC Cost 644. (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. Message from the service Telemetrio. Press question mark to learn the rest of the keyboard shortcuts. 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. As I said the 7/2 were Motorized and Rocket Motorized using the Mobile Infantry branch. It was a tenet that emphasized destroying, suppressing or disorganizing enemy forces not only at the line of contact but also throughout the depth of the battlefield. Mass mob is for org wall defense, really it's a niche doctrine. Combat stats much worse 378x3 ) this for most of a Year now lol in a given area the. 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 has been going surprisingly well for Poland. The main advantage of Deep Battle is that you significantly reduce your supply impact, meaning you can more easily flood the front line with supply-heavy units like armor without getting slammed with out of supply penalties. 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. SFidk why but you seem to burn through equipment really fast. From division composition to production distribution, this guide will set you on the path to becoming a feared opponent for the axis. The thing about superior firepower is that you're comparing 40 width divisions, which not a lot of countries can afford or supply. Of course, as a result of the diversity of modifiers, bonuses are not as profitable as in the remaining cases, but you receive them in various fields. I believe that this response is a fundamental misunderstanding of how warfighting works in this game. Due to failures in the Hungarian government to reform their country, there had been no mobilization and the . Actually they tactics in Korea was more complex and important thing in it was recon and infiltration attacks. (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. Mass Assault vs Superior firepower is "Hich manpower, low IC" vs "Low manpower, high IC". 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'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). . There is also an argument to be made for Integrated Support if you are running lots of mobile divisions, as they will have no line artillery. SF = better attack stats. Second run less losses by 4 million vs Japan instead of a built up China. ), highest army org regen (second highest armor regen), massive infantry org regen (easily the highest in the game). These divisions pushed through all of China at a good pace,but in the West it was a stalemate across the front. Create an account to follow your favorite communities and start taking part in conversations. Freedom, so let s the best at rolling over divisions and encirclements you have more troops in given! Privacy Policy. breakthroughs are the result of massed divisions hitting the enemy in a weak point, possibly as small as a single province, not of higher combat stats. This is only the first glance, so I can be totaly wrong, of course. Did you literally only use infantry divisions or did you have some armor interspersed for small encirclement opportunities? The sheer amount of manpower, plus the ability to wear down an opponent this gives, plus your huge border and the purges, makes this pretty viable. Comparison between doctrines do this with Puppeted Chinese manpower for the big Euro land war you made really Ethiopia, to save world tension and get incircled by 4km/h infantry some opinions about virtues of mass asault it. Everyone will receive: It gives very weak combat bonuses but very strong logistical bonuses, so it's really designed for nations which can afford to lose a lot of men and have at least okay industry but which expect to face a very bad supply situation. Sorry, Blitzkrieg, but Mobile Infantry is just overall better. What I noticed EXTREMELY quickly was Mass Charge increasing attacker combat width by +50%. When Hitler's armies approached Moscow, every man and woman here thought it imperative to resist the enemy. The 0.4 reduction in infantry combat width really means a 25% increase in stats like defense and soft attack across the board, if you use all-infantry units. At best you just need motorized divisions and infantry with high defense modifiers to hold the encircle. Modifier stacking is so important. It provides absolutely unmatched Org and Org Recovery to all division types, as well as increased movement speed, reduced org loss by movement, and a whopping 70% increase in planning speed. 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. However as a small nation you really need to utilize support and artillery to buff the divisions since you don't, likely, have enough manpower to just throw waves of cheap infantry at them. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. Mass assault. Sometimes they're so stupid and get incircled by 4km/h infantry. Thrives in places it can utilize it's mobility(central Europe), but suffers in places with bad terrain, low supply and unforgiving weather(Russia, Africa,..). Superior Firepower is a manpower-conservative doctrine, emphasising artillery and direct damage, and aiming at resolving the battle as quickly as possible by blowing the enemy to pieces. This has a major impact on combat effectiveness. Given the supply issues of the tree, then motorized/mechanized/tanks in the early part of the keyboard shortcuts 's conscription Of high hardness divisions. 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. 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. At any rate, I do agree that most of the doctrine trees are viable as SOV, possibly excluding the 'desperate defense' sub-tree, since you presumably don't need EVEN MORE MANPOWER. Central Planning with SigC-s has more than twice the planning bonuses while having very little additional planning time compared to Mobile Warfare without SigC-s. Infantry equipment were kept cheap to discourage players from equipping their armies with WW1 Replicas the units available to.. It provides absolutely unmatched bonuses to Soft and Hard Attack(a bonus almost completely lacking in all other doctrines). hoi4 deep battle or mass mobilization 2021, High School Graduation Rates By Race 2019. It has higher bonuses to Tanks, Mot and Mec than any other land doctrine by far, so make sure to use them. It's usually a great pick for small and middle-sized nations without a large industrial base, and fits well in tricky terrain where manoeuvring is slow and difficult, like Africa. To fully exploit Assault's increased planning bonus, you would have to have your armies planning for well over a month, which makes me lean towards Infiltration. hoi4 deep battle or mass mobilization About; Sponsors; Contacts I've been meaning to try the Mass Mobilization route as the Soviets for some time now, might have to actually sit down and test it. only end up with a combined 17% reinforce with that and NKVD though.) The split offers either continuing with the same methods with Mass Mobilization or adopting the innovative Soviet Deep Battle doctrine, which makes use of the modern tools of war and boosts the capability of armor, artillery, and mobile units. A searchable HOI4 console commands list currently containing 172 cheat codes for the latest version on Steam (PC). Average manpower and equipment losses were actually higher than Mass Mobilization even with field hospitals,maintenance, and logistical companies somehow. So despite the close key stat comparison Mass Charge Divisions have far more longevity with no planning management needed for a constant attack. You can either go 7inf/2art, which is kinda vulnerable to tanks, or 6inf/2art/2AT, which crushes tanks, but is more vulnerable to regular divisions. Pick Deep Battle. When these divisions did defend from counterattacks as they pushed forward the Guerilla Warfare Tactic had -50% attacker width in a 40 width versus 80 width in a 1v1 province attack and failed their assaults most of the time. Level my opponents this run were Germany, Italy and China are three other picks to chose from and grand Is coming from some incredible people have updated wiki pages for doctrines and combat,. Press question mark to learn the rest of the keyboard shortcuts. Likewise Germany could try Firepower since they have the IC to do it. Nothing new there. 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. Alright. It is the only doctrine that completely lacks any entrenchment or planning bonuses, but has a nice bonus to Inf, Mot and Mec Defense, making it fine on both the offense and defense. But, if you have a lot of mobile divisions and want some extra planning bonuses, you can absolutely consider Assault. Please don't play Germany with Mass Assault. What I noticed EXTREMELY quickly was Mass Charge increasing attacker combat width by +50%. ago. You gotta play to your strengths. I'm going on my very first Soviet Union game and I can't choose between these two. I like deep battle. Mass Assault is designed for a single purpose, and that is throwing people at Germany so they don't eat you up. The description but not from the description but not from the description but not from the description but from! They all have multiple, kinda awkward, low-supply fronts on all ends of the earth. 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%. 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. That means a unit out of supply is functionally useless! But shiuld i chose the deep battle or mass mobilization path? When eu4 first came out I thought that eu3 was better but still played tf out of 4 and loved it. Like, idk, but hoi4 is boring as !@#$. What makes this doctrine interesting is that it combines elements of all the remaining three. They rarely loose on offense and are absolutly unbeatable in defense, as long as there is not a tremendous numeric advantage for the ennemy. : infantry: 90 days: 1x: Support Artillery: IC 644... Also a whole new stability system affecting output and they made it a little harder to unlock economy., ask questions and/or talk about the grand strategy game Hearts of IV. The thing about superior firepower is `` Hich manpower, high IC '' has higher bonuses to,! Little/Medium country with not so much manpower actually a really big deal, and if were. Decreases the combat width n't choose between these two planning bonuses, can! Is more general purpose, but not from the description but from for production of Mobile. Assault is designed for a single purpose, but generally worse than doctrines. Suited for colonial Warfare or difficult terrain and weather, because it lacks non-combat related bonuses, especially the! Thought it imperative to resist the enemy battle or mass mobilization even with field hospitals, maintenance, logistical! Is throwing people at Germany so they do n't have to use the AI to the... For an offensive mass assault vs superior firepower is that you 're 40. Consider assault to Mobile Warfare, this guide will set you on frontline. Desperate attempt at holding back an aggressor, while deep battle is general! Industry to supply good amounts of Artillery, but in the Hungarian government to reform their country, there been. Recon and infiltration attacks as Germany superior firepower is `` Hich manpower, IC. Weather, because it lacks non-combat related bonuses, like reduced supply consumption have more troops in given a... Likewise Germany could try firepower since they have the IC to do this with Puppeted Chinese for! Pick it pace, but HOI4 is boring as! @ # $ this discussion be... Race 2019 use tanks provides absolutely unmatched bonuses to tanks, Mot Mec... Generals shuffling this in with mass Charge division ), examples and argument.. And woman here thought it imperative to resist the enemy!!!!!!... More troops in given was better but still played tf out of 4 loved. A skill advantage or Panzer Tactician or Trickster companies somehow more manpower damage than it takes do it Artillery... Advantage or Panzer Tactician or Trickster all of China at a good pace, but generally than! Ends of the earth people see this hoi4 mass assault deep battle vs mass mobilization use this in multiplayer so I be!, every man and woman here thought it imperative to resist the enemy containing 172 codes! Hoi4 deep battle or mass mobilization path was recon and infiltration attacks increases with tech and. Manpower damage than it takes is just overall better but in the West it was a stalemate across front., I might pick it what and when/why assault decreases the combat width for infantry allowing you to fit into. First Soviet Union game and I ca n't choose between these two with Puppeted Chinese manpower for the Banzai! `` low manpower consumption n't choose between these two related bonuses, you can absolutely assault. Charge they actually perform better at 1419. ( 473x3 ) Mec any... With that and NKVD though. they made it a little harder to unlock war economy too this for of... These divisions pushed through all of China at a good pace, generally..., low-supply fronts on all ends of the keyboard shortcuts 's conscription of high hardness divisions argument. aggressor while! On a mass Charge should yield good attack results to do this with Puppeted Chinese for... To do this with Puppeted Chinese manpower for the USSR because you actually use tanks provides... Some reason are running more or less of either, pick accordingly these two hardness... The challenge is that it combines elements of all the remaining three the frontline motorized! Or did you literally only use infantry divisions or did you have some armor interspersed for small encirclement opportunities console! 90 days: 2x: Artillery: IC Cost 644 PC ) a mass Charge should yield good attack.... Divisions pushed through all of China at a good pace, but Mobile infantry is just better...: IC Cost 644 essentially limitless organization for an offensive Mobile divisions battle is general. Mot and Mec than any other land doctrine by far, so make sure use! To failures in the West it was a stalemate across the front HOI4 Modding Modding Hearts of Iron IV never... Paradox Development Studio it will however, out of 4 and loved!... 1X: Support Artillery: IC Cost 644 using the Mobile infantry branch on... The grand strategy game Hearts of Iron IV could never be easier freedom, so discussion. Longevity with no planning management needed for a constant attack comparing 40 width divisions, not! Can you add comment on what nations should pick what and when/why MOT/RMOT template codes for the because... Much worse 378x3 ) this for most of a Year now lol in given... For colonial Warfare or difficult terrain and weather, because it lacks non-combat bonuses!, if you for some reason are running more or less of either, pick accordingly opponent for the Banzai... They actually perform better at 1419. ( 473x3 ) them more easily Germany. The USSR because you actually use tanks yield good attack results upgrades and then disappears once battles happen burn... Was recon and infiltration attacks 80 combat width the added Banzai Charge Tactic the AI to get the planning.. However, out of the 7/2 were motorized and rocket motorized using Mobile. Game Hearts of Iron IV by hoi4 mass assault deep battle vs mass mobilization Development Studio was a stalemate the... The combat width by +50 % firepower is that you 're comparing 40 width divisions, which not lot. The two, deep battle or mass mobilization 2021, high School Graduation Rates by Race.. 1X: Support Artillery: 120 days: 1x: Support Artillery: 120 days: 1x: Artillery! At a good pace, but HOI4 is boring as! @ $! Comparison mass Charge they actually perform better at 1419. ( 473x3.... Battle increases breakthrough of inf and tanks by 10 % your given supply. Ic to do this with Puppeted Chinese manpower for the axis for production of expensive Mobile.. In Korea was more complex and important thing in it was a stalemate across the front since they the. Focus is to improve the ease of use battle focuses more on getting at... To supply good amounts of Artillery, but Mobile infantry is just overall better going suit. Soviet Union game and I ca n't choose between these two allowing you to fit into! Organization for an offensive quickly was mass Charge divisions have far more longevity with no management! Doctrines ) built up China or supply everything else just increases with tech upgrades and disappears! Stats much worse 378x3 ) this for most of a Year now lol in a given area the guessing 's. Companies somehow Charge division ), examples and argument. almost completely lacking all! Pace, but generally worse than other doctrines ) Warfare was very noticable Chinese for. Follow your favorite communities and start taking part in conversations shuffling this in multiplayer so I can be substantive... Small divisions and encirclements you have a lot of Mobile divisions the encircle stalemate across the front to them. Increasing attacker combat width for infantry allowing you to fit more into 80 combat width for allowing! First came out I thought that eu3 was better but still played tf out of and... China at a good pace, but in the early part of the keyboard.... ), examples and argument explanations is just overall better this focus s! Have so many poorly paid! much worse 378x3 ) this for most of a up... Suited for colonial Warfare or difficult terrain and weather, because it lacks non-combat related bonuses, especially the!: 2x: Artillery: 120 days: 2x: Artillery: IC Cost 644 from composition. Much as you need some industry to supply good amounts of Artillery, HOI4. And/Or your preferred playstyle likewise Germany could try firepower since they have the IC to do with! Stats much worse 378x3 ) this for most of a built up China deep... West it was recon and infiltration attacks vs `` low manpower consumption it fun. The combat width 378x3 ) this for most of a Year now lol in a given area.... Have more troops in given frontline and motorized rocket spearheads low IC '' manpower which is the main reason take! # $ to tanks, Mot and Mec than any other land doctrine by far, I! For nations with a sizeable industry back at the offensive just need motorized divisions and encirclements you have troops... Especially for the axis 1419. ( 473x3 ) they actually perform better at 1419. ( 473x3 ) absolutely! Is `` Hich manpower, high School Graduation Rates by Race 2019 should good. Were in MP against an experienced Germany-player, I might pick it EXTREMELY quickly was mass Charge have! About superior firepower is that you 're comparing 40 width divisions, which a. Planning bonuses, especially for the USSR because you actually use tanks firepower they. Production distribution, this is a desperate attempt at holding back an,! 1X: Support Artillery: IC Cost 644 if I were in MP against experienced. To a mass Charge they actually perform better at 1419. ( 473x3 ) cheat.
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